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- Joyful Paladin Character Sheet
- Name
- You are Sireyi Valyenya, though the rest of House Valyenya doesn’t associate themselves with you.
- You are a Paladin of Velya, a Saint, and the Queen of a nation of Succubi.
- You are 28 years old, and since you started adventuring, you’ve seen a lot of strange things.
- Appearance
- You are 6ft, you have a curvy but athletic build, you have gold eyes and silver hair and large (D-cup) breasts.
- Angelic Charm: You draw the eyes of everyone around you; those who see you are drawn to you regardless of their romantic/sexual preferences – those with a Willpower of 24 or higher are immune to this.
- You look like an angel – flawless skin and impossibly perfect looks, you have 6 wings coming out of your back; your wings are white-feathered
- Stats
- (t)Strength - 11 (+0) Divine Warrior 25, Angelic Might 45 (+17)
- Agility - 14 (+2) Divine Warrior 18 (+4), Angelic Speed 38 (+14)
- (t)Constitution - 11 (+0) Divine Warrior 25 (+7), Angelic Toughness 45 (+17)
- Intelligence - 14 (+2), Angelic Brilliance 24 (+7)
- (p) Willpower - 22 (+6), Angel's Magic 32 (+11), Apotheosis 34 (+12)
- (p)Fellowship - 20 (+5), Angelic Charm 30 (+10), Apotheosis 32 (+11)
- Angelic Speed – Your running speed is four times that of a normal human
- Wings – You can fly, you can move about 50 times as fast as a human 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)
- Hit points 398 (base 27, Giants Endurance 50, Angelic Toughness 100, Apotheosis 20, Soul of Light x2)
- Regeneration: You heal 1 hit point per round, this counts as natural healing, this rises to 5/round when Sanctuary is active.
- Divine Energy 172 (base 22, Doctrine of Velya 24, Apotheosis 25, Permanent Sanctuary -5, Soul of Light x2)
- Arcane Energy 97 (base 22, Angels magic 50, Apotheosis 25)
- Deific Power 3,904 (Currently 2,204; Base 1, Angelic Children 3, Mortal Worshippers 599, Angels 66, Succubi 3,167, Other Supernatural Creatures 7; Land Ruled 61), recovers at 188/year.
- Note: demon-blooded transformed into angel-blooded and mortals given angelic power are counted under worshippers.
- Total Angelic Children: 5
- Total Mortal Worshippers; 1,090,000 (rounded to nearest 1,000)
- Of these worshippers 55,000 are from Kelsoreth, and so gain you 25% fewer Deific Power
- Total number of Angels (sworn to your service): 1,100
- Total number of Succubi Worshippers: 1,326,000 (rounded to nearest 1,000)
- Total Other Supernatural Creatures: 206 (6 dragons, 200 other demons)
- Weapon: Halberd 1d20+21 (1d10+17)
- Armour: Angelic Toughness, Not-So-Heavy Armour, Divine Warrior (Damage Reduction 17), Halberd (reach weapons provide a bonus to Defence), Defending Halberd (bonus to defence)
- Defence
- Melee 34 (+14 Agility, +2 Melee Combat Training, +2 Halberd Training, +2 Halberd, +4 Defending Halberd)
- When Flying 44 (+10 Flight)
- Ranged 24 (+14 Agility)
- When Flying 34 (+10 Flight)
- Items
- (Horoni) Elemental Collection Node of the Storm Dragon He Who Reigns Above the World:
- Constantly replenishes AE and DE in a storm, doubles pools whilst in a storm;
- Thanks to your struggles with the ‘Core you have gained a permanent +2 Willpower;
- Holds one storm
- Communication power – can connect to other Elemental Collection Nodes as a communications device.
- Knowledge Depository: You know how to make Stormwings and Basic Magitech Armour; you learned the basic history of the culture that made it; you learned that they planned to use the Nodes to kill the Demon Lords, somehow; you have learned about the basics of Living Storm Style and can learn the rank 1 ability.
- Magic Control: By spending 4 Divine or Arcane Energy you can dispel a spell close by, or enhance it to make is stronger, or change its target or other variable effects. If you are prepared you can also re-direct instant spells, such as teleport, but only if you are waiting and expecting such a spell.
- Wild Magic: You can make magic more unpredictable around you, this power has not been fully explored.
- Spell-Storing: You can store spells and other magical effects (including wild magic) in the Node, this power has not been fully explored.
- Time Dilation: You move very fast, and everyone else is moving slow, requires held storm, drains power of storm over time.
- Full powers not yet explored
- You’ve collected 5 other nodes, 1 attuned to each of Air, Fire, Water, Earth and Wood (life). Their exact powers are unknown
- Your sister holds the Fire and Wood Nodes
- Ebonsong holds the Water Node
- Storm Silver: Magical metal. Can be used to make much more powerful versions of magical items that use storm-related powers such as lightning, wind blasts, flight, weather control etc.
- Using it to make appropriate magical items requires the ability to make magic items, and knowledge of 5 or more storm-related spells.
- Sireyi cannot currently create Storm Silver. The lump she has weighs 1.25 million pounds. It would likely sell for a very high price.
- Aspect of the Dragon Transformation
- Standard: 6ft-long black dragon
- Huge: 30ft-long black dragon
- Seraphic: Angelic Dragon
- By default listed stats are using the standard transformation
- Stats
- (t)Strength - 45 (+17)
- - Huge 61 (+25)
- Agility - 38 (+14)
- Huge 34 (+12)
- Seraphic 42 (+16)
- Huge Seraphic 38 (+14)
- (t)Constitution - 45 (+17)
- - Huge 57 (+23)
- Intelligence - 24 (+7)
- (p) Willpower - 34 (+12)
- (p)Fellowship - 32 (+11)
- Angelic Speed – Your running speed is three times that of a normal dragon
- Wings – You can fly, you can move about 50 times as fast as a human 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)
- Hit points 398
- Huge 414
- Divine Energy 166
- Arcane Energy 97
- Weapons (Standard)
- Bite 1d20+19 (2d6+17)
- Claw 1d20+19 (1d10+17)
- Tail Slap 1d20+19 (1d10+17)
- Acid Breath Weapon (ranged, area) 1d20+20 (6d6 acid), up to 5 human-sized targets within 30ft; damage, range and number of targets can be increased using Arcane Energy
- (Huge)
- Bite 1d20+27 (2d10+25)
- Claw 1d20+27 (2d8+25)
- Tail Slap 1d20+27 (2d8+25)
- You can attack up to 5 human-sized foes or 2 ogre-sized foes with a single attack, if they are close to one another.
- Acid Breath Weapon (ranged, area) 1d20+18 (12d6 acid), up to 25 human-sized targets within 150ft; damage, range and number of targets can be increased using Arcane Energy
- (Seraphic)
- All physical attacks deal +12 (Will mod) damage to evil targets
- Holy Breath Weapon (ranged, area) 1d20+20 (6d6 Holy), up to 5 human-sized targets within 30ft; damage, range and number of targets can be increased using Arcane Energy
- (Huge Seraphic)
- Bite 1d20+27 (2d10+25)
- Claw 1d20+27 (2d8+25)
- Tail Slap 1d20+27 (2d8+25)
- All physical attacks deal +12 (Will mod) damage to evil targets
- You can attack up to 5 human-sized foes or 2 ogre-sized foes with a single attack, if they are close to one another.
- Holy Breath Weapon (ranged, area) 1d20+20 (12d6 Holy), up to 25 human-sized targets within 150ft; damage, range and number of targets can be increased using Arcane Energy
- Damage Reduction 15, Acid immunity
- Huge 17
- Seraphic 15 (27 vs demons and demonic weaponry), no acid immunity
- Huge Seraphic 17 (29 vs demons and demonic weaponry), no acid immunity
- Defence
- Melee 26 (+14 Agility, +2 Melee Combat Training)
- When Flying 36 (+10 Flight)
- Ranged 24 (+14 Agility)
- When Flying 30 (+10 Flight)
- Huge
- Melee 22 (+12 Agility, +2 Melee Combat Training, -2 Size)
- When Flying 32 (+10 Flight)
- Ranged 20 (+12 Agility, -2 Size)
- When Flying 30 (+10 Flight)
- Seraphic
- Melee 28 (+16 Agility, +2 Melee Combat Training)
- When Flying 38 (+10 Flight)
- Ranged 26 (+16 Agility)
- When Flying 36 (+10 Flight)
- Huge Seraphic
- Melee 24 (+14 Agility, +2 Melee Combat Training, -2 Size)
- When Flying 34 (+10 Flight)
- Ranged 22 (+14 Agility, -2 Size)
- When Flying 32 (+10 Flight)
- Willpower Rolls
- Any roll +12
- Spell-related rolls +17
- Resist Magic +30
- Resist Demon Magic +34
- Seraphic +42
- Soul of Light Transformation
- Stats
- (t)Strength - 45 (+17), Soul of Light 53 (+21)
- Agility - 38 (+14), Soul of Light 46 (+18)
- (t)Constitution - 45 (+17), Soul of Light 53 (+21)
- Intelligence - 24 (+7)
- (p) Willpower - 34 (+12), Soul of Light 46 (+18)
- (p)Fellowship - 32 (+11), Soul of Light 44 (+17)
- Angelic Speed – Your running speed is eleven times that of a normal human
- Wings – You can fly, you can move about 100 times as fast as a human can walk, with about the same amount of effort expended (i.e. you can fly all day at approximately a slow 200mph, or ‘sprint’ approximately 1,000mph for short distances)
- Other
- Adds +6 to any d20 roll to use angelic powers
- Increases Halo's Bonus/Penalty by +6
- Hit points 406
- Divine Energy 178
- Arcane Energy 109
- Weapon: Halberd 1d20+25 (1d10+21)
- Damage Reduction 23
- Defence
- Melee 44 (+18 Agility, +2 Melee Combat Training, +2 Halberd Training, +2 Halberd, +4 Defending Halberd, +6 Soul of Light)
- When Flying 54 (+10 Flight)
- Ranged 34 (+18 Agility, +6 Soul of Light)
- When Flying 44 (+10 Flight)
- Against Demons/Demonic Weaponry
- Melee 50 (+18 Agility, +2 Melee Combat Training, +2 Halberd Training, +2 Halberd, +4 Defending Halberd, +12 Soul of Light)
- When Flying 60 (+10 Flight)
- Ranged 40 (+18 Agility, +12 Soul of Light)
- When Flying 50 (+10 Flight)
- Physical appearance changes while in Angelic Form as follows: flesh looks like sculpted marble with veins of silver running through it; eyes appear to be golden orbs with silvery pupils and an intricate spiral pattern instead of an iris’ - looking into them causes a person to feel a compulsion to confess to their sins, both recent ones and those long forgotten; your voice resonates with the authority and power of heaven; your 6 wings appear to be made of celestial iron.
- Fellowship Rolls
- Any Roll +17
- Giving Orders +29
- Dealing with Children +21
- Detecting Falsehoods +25
- When Speaking +27
- Negotiation +42
- Willpower Rolls
- Any roll +18
- Healing Rolls +23
- Spell-related rolls +23
- Resist Magic +36
- Resist Demon Magic +42
- Other Rolls
- Perception +19
- Gear
- Holy Symbol
- Satchel with personal effects (bedroll, holy book, stuff like that)
- Necklace of Magic Resistance (+4 on rolls to resist magic).
- Hat of Disguise (illusionary disguise)
- Tattoos (Magical)
- You have the following identification/communication tattoos: These tattoos can create a noticeable tingling sensation in the matching tattoo possessed by the other person and can change to a single colour.
- (Sofia) You each have a circle split into two, with the Dalvin Barony crest in one half, and the Jalweyen family crest in the other. This is on your right shoulder.
- (Isla) You each have a pair on angels wings as part of the tattoo, on your left shoulder.
- (Jianxi) You have 4 inter-linked circles, Jianxi has 2, each on your left arms.
- (Jal) You have a hand-print on your left buttock, the size and shape of Jals left hand; Jal has a halo dancing with lightning at the top of her right thigh
- Allies
- Drache's government
- Goblin Tribe led by Sleekit
- Half-orc Mercenary, Braggedin
- Republic of Gorim (you are a national hero of Gorim)
- Ellahi Valyenya (your alternate planar self)
- Gendric – Half-demon now sworn to become a protector of velya
- Enemies
- Your own noble family
- Snakefist Ries (Jianxi’s family)
- Notable Past Foes
- Lord Ninver and his cronies (deceased)
- Ibram, Disgraced Cleric of Mazon (deceased)
- King Hallam (deceased)
- The Ruler, Demon Lord (deceased)
- The Warrior, Demon Lord (deceased)
- The Sorcerer, Demon Lord (deceased)
- Harugard, Young Adult Red Dragon (Solo’d, deceased)
- Ryzan, Dracolich demi-god (deceased)
- Lord of Life
- The Killing Frost
- Skills
- Commander 1: +2 bonus to rolls make people obey using authority.
- Melee Training 1: +2 to melee combat rolls
- Halberd Training 1: +2 to combat rolls using Halberds
- Studied 1: +2 to Knowledge checks
- Trusted 1: +2 bonus to social rolls with the Church of Mazon
- Negotiator 5: +10 bonus to rolls for negotiation, persuasion or diplomacy
- Investigator 4: +8 bonus to all rolls to detect falsehoods and find things and secrets
- Parenting 2: +4 bonus to all rolls dealing with children
- Mounted Combat Inept: -2 to all combat rolls whilst mounted, can removed by spending 3XP
- Fellowship Rolls
- Any Roll +11
- Giving Orders +23
- Dealing with Children +15
- Detecting Falsehoods +19
- When Speaking +21
- Negotiation +36
- Willpower Rolls
- Any roll +12
- Spell-related rolls +17
- Resist Magic +24
- Resist Demon Magic +28
- Familiar
- You have a female black dragon familiar called Ebonsong.
- Familiar Bond: You can always sense Ebonsongs emotions and she can always sense yours, no matter the distance between you two, you can always sense each other’s direction, though only when you are close (1 mile or so) can you pinpoint the others location, you can communicate telepathically using the bond.
- It would take powerful magic to block this connection.
- As long as she is touching you, Ebonsong is automatically affected by any beneficial magic that affects you, unless you choose to exclude her.
- Juvenile: Ebonsong is a dragon about 13ft-long from nose to haunches, she has full control over her breath weapon and even when she exhausts it, she recovers within a half hour. Her wings are strong, she can fly for hours before tiring.
- Her mind is the equal of a human teenager (aged 14 or so).
- She has impressive control over her powers of sorcery, outstripping people many years her elder.
- She has good control of her shapeshifting powers, she can assume a humanoid form that looks like a 15 year-old, human girl with a little dragon blood. In this form she has claws, (flight capable) wings, a long tail, and her body is covered with black scales.
- Her hoarding tendencies have increased, though she’s not stealing anything, she’s a sucker for gifts and trinkets, especially shiny ones. She is at risk of being manipulated and bribed, you’ll need to find a way for her to have her own hoard.
- Angels
- You have 1 Tiny Angel: a 6-inch tall genderless angel named Ophinus. This angel:
- Can heal with a touch (10HP/day)
- Is as strong as a human child (Str 5)
- Can cast cantrips at will
- Can fly as fast as a human can move
- Has Halo 1 angelic power
- Is caring and stern
- You have 100 medium Angels sworn to your service that used to serve Velya.
- 20 Archons, led by Vantorim
- 80 Eladrin, led by Eliskael
- Training
- The Church of Velya sent you to train with the knight-aspirants at the Church of Konig, there you joined every long-distance field exercise you could and made a lot of friends.
- But it wasn’t all fun. A particularly arrogant knight-aspirant wouldn’t give you a moment of peace, calling you ‘Whore Knight’ and ‘Champion of Sluts’, frequently you walked away, he wasn’t worth your time. His name was Gustas Garrond.
- Later you studied with the cleric-apprentices of Mazon, you applied yourself diligently to your studies (bonus to knowledge checks); and learned how to turn the system of rules to your advantage
- But the clerics of the merchant God are not the most....honest lot. You saw a fellow student stealing from the church coffers and you turned him in to the authorities, they expelled him from the Church and he swore revenge on you.
- Finally you learned under the tutelage of the ancient sages of Yerra, you learned a great deal about magic; and made a lot of friends
- But magical power can be tempting, one of your teachers made a pact with a demon and tried to sacrifice you to it, you found a flaw in his summoning circle, allowing the demon to drag him back to Hell and devour him.
- Romance
- You kept yourself for a long-term, committed relationship. You’d prefer to be married before sleeping with someone, but you no longer regard that as an absolute prerequisite.
- Sireyi's Romantic/sexual preferences
- - Bisexual: with no strong preference for men or women. Sireyi does not plan to romance a person based on their gender, nor does she need partners of both genders to feel complete. Rather, she sees the person instead of the gender.
- - Polyamorous: with a very strong focus on her partners knowing what she’s doing, and with whom. This includes a strong aversion to her doing anything with someone in an existing monogamous relationship – she’d be horrified if she slept with someone who was in a relationship with someone else and hadn’t told their partner. She’d limit the number of partners, to allow her to pay each one enough attention. As she is already finding it hard to spend time with 3 girlfriends, she is highly unlikely to add to her romantic circle.
- - Voluntarily Inclusion: Sireyi might want all of her lovers to love each other, but would never require it, or try to force it on them. If she was in a relationship with two or more people who didn't get on, she'd simply be with them separately, whilst making sure she was honest with each one.
- - Wants long term relationships: Casual sex just isn’t her thing, she understands the concept, but that’s like saying she understands people liking going underground, or swimming. She is extremely unlikely to engage in casual sex, and if she ever did, she’d either regard it as an accident or a one-off incident.
- - Friendship is Important: Although friendship is not required for Sireyi to be romantically interested in someone, it is an important part of a relationship, she is unlikely to love someone she doesn't like.
- - Sees people, not species: Sireyi would date (for example) a dragon or a giant, if she liked them. For sex they’d obviously need to change size or shape though.
- - Adults-only: Sireyi might feel affection for a child or teenager, but it would be a sisterly or motherly affection. She would not enter a romantic relationship with someone she saw as a child.
- - No involuntary or forced relationships: Perhaps due to her past, Sireyi has a strong dislike of any form of forced relationship.
- - Touchy-Feely: Sireyi is far more comfortable with physical contact than many other people and does not see it as overtly sexual. She’d hug someone, kiss them on the cheek, even sleep in the same bed with them, without it being sexual. If they then pointed out that it might be sexual, then she’d get embarrassed.
- - Head and Heart, not Hormones: As a young healthy girl, Sireyi sometimes has irrational sexual attraction to people (including strangers) based upon physical attractiveness or other characteristics. She appreciates beauty and sexiness in both men and women. Being level-headed rather than impulsive, she does not consider that to be a good basis for a relationship on its own.
- You’re married to Isla, Jal and Sofia. You’ve had sex with all three of them, but not with anyone else.
- Family
- Your father was Baron Valyenya (deceased), he planned to marry you off to a foreign ruler to provide you with some protection from the demon-worshipping cultists that tried to kidnap you since infancy.
- Your mother, Syderis, is an angel of rulership and nobility, you look almost like a full angel – flawless looks, silver metallic hair. You have been mistaken for your mother.
- You have 3 wives: Isla, Sofia and Jal.
- You have 5 children: Milerna (8), Viviken (8), Fulima (3), Salicia (3), Neyma (3).
- Deific Powers
- You gain more Deific Power points by:
- Having descendents with angelic blood
- Having Angels who serve you (created or otherwise)
- Having worshippers (including those you have granted angelic powers to)
- They can be spent to:
- Give an auto 20 on a d20 roll: 3 rolls are made as normal, this acts as a 4th roll, almost guaranteeing success and increasing the chances of critical success.
- Recover all Divine Energy
- Gain 10 Angelic XP
- Gain a +10 to all defences for 1 combat round.
- More uses may be added later
- Create Tiny Angel: These Angels range from 6 to 12 inches tall and can be imbued with any angel, paladin or storm power you have, up to a maximum of rank 1. They may also be granted Sorcery up to Rank 1 and Priest Spells up to Rank 1 (if you have these).
- Costs 3 Deific Power
- Create Small Angel: These Angels range from 2-4ft tall and can be imbued with any angel, paladin or storm power you have, up to a maximum of rank 2. They may also be granted Sorcery up to Rank 3 and Priest Spells up to Rank 3 (if you have these).
- Costs 10 Deific Power
- Create Medium Angel: These Angels are typically human-sized and can be imbued with any angel, paladin or storm power you have, up to a maximum of rank 3. They may also be granted Sorcery up to Rank 5 and Priest Spells up to Rank 5 (if you have these).
- Costs 20 Deific Power
- Deific Spell: When casting a spell you can spend 2 Deific Power. This choice is made when the spell is cast. Any spell enhanced with Deific Power ignores immunities and resistances of the target, though saving throws apply as normal. If used to counter or dispel another spell then an opposed Willpower roll is used, Arcane Energy may be used to enhance this opposed roll.
- Promote Angel: You can promote a Tiny Angel to a Small Angel, or a Small Angel to a Medium one.
- Costs 10 Deific Power
- Write Doctrine: You create a single doctrine, or rule that your followers are expected to follow. Once you have 2 or more Doctrines Paladins and Priests that follow you can select the Doctrine of Sireyi power to increase their Divine Energy. You need a minimum of 2 Doctrines per rank of the Doctrine of Sireyi power that is available to your followers.
- Costs 15 Deific Power
- Anoint Priest: You designate a single willing follower as a priest, allowing them to learn Priest Spells and powers. Your priests cannot learn priests spells that you do not know.
- Your priests have some access to druid spells (you do not need to know them for your priests to learn them – a function of the Life Domain).
- Costs 20 Deific Power, or 5 for Succubi or Angels
- Call Paladin: You designate a single willing follower as a Paladin, allowing them to learn Paladin powers, as well as Priest spells up to rank 2. Your paladins cannot learn priests spells that you do not know.
- Costs 30 Deific Power
- Create Heaven: You create your own Heaven – a demiplane that you carry within you.. You decide the appearance and qualities of your Heaven, the cost varies depending upon what you want to include.
- Costs 100+ Deific Power
- Hide Deific Power: Costs 5 Deific Power, hides the presence of Deific Power for a week; can only be detected by others with Deific Power
- Learn Priest Spells: You can learn Priest Spells. This costs you 10 Deific Power per rank to access a given rank of spells, and 1 Deific Power per rank per spell to learn it.
- Deific Domains
- Deific Domains offer you additional powers as well as boosting the amount of deific power you gain from some sources.
- You currently have the Angel and Life Domains.
- You can gain an additional domain by paying 100 Deific Power plus (number of existing domains you have, squared, then multiplied by 100) Deific Power. For example your second domain costs 200 Deific Power, your third 500, your fourth 1,000 etc.
- You can currently gain the following Domains: Demons (succubi); Dragons (black); Storms; Life.
- Angel Domain
- You can grant angelic powers to mortals, and even transform them into part or full angels.
- You gain more deific power from Angels; you gain less from demons
- You can gain deific power from any of your children that are angels or part-angels, as well as from their descendents
- Celestial Iron is much easier for you to make, but has no additional powers.
- Your children will gain additional angelic powers
- XP costs for all angelic powers are halved (rounding down)
- Life Domain
- All healing powers and spells are half cost and you gain a +5 to all required Willpower rolls.
- You gain more deific power from mortals
- You can gain deific power from land under your control, as long as it contains living animals and plants – barren land gains you nothing.
- All magical items that use healing magic take 1/3rd of the normal time to create; you can create artefact-level magical items that use healing magic.
- Your children all gain fast healing
- XP costs for all physical ability scores and healing spells are reduced to 1.
- Aura of Vitality: Nearby living creatures recover HP at a rate equal to five times Sireyi's natural healing rate within this aura. This stacks with any regeneration they might already possess but is *not* an addition to their own natural healing rate and is not treated as such by other powers. Living creatures within this aura may add Sireyi's Fellowship modifier to their saving throw against disease or poison, halve this addition for magical diseases or poisons. This aura has a native 10m radius, but can be attached to any other aura effect on the creature with a greater radius (e.g. Sanctuary). This aura has no cost and is active unless suppressed. This aura does not affect your enemies.
- Deific Restoration: Restores the dead to life and cures the living of all ailments
- - Each use of this power costs 3 Deific Power and cannot be overcharged.
- - Affects a radius of 250 ft + 50ft/point of Willpower modifier + 5ft/5 points of Max DP.
- - All dead creatures within this area are resurrected at no additional cost as per Healing 5; all living creatures within the area are then healed for 10d20 + 300 HP as well as cured of any poisons or diseases, subject to a Regeneration effect and have any curses on them broken.
- - Deific Purification considers all forms of mutagen to be Corruption for the purposes of purgation, and treats them as curses.
- - In addition, Sireyi's Healing Touch power is now capable of attempting to restore life to an individual undead for 3 additional Divine Energy over it's base cost - this secondary power can only be done willingly, provided the undead possesses a will of it's own: controlled, enslaved, mindless or otherwise enthralled undead are considered as consenting.
- Requires 150 Deific Power, Life Domain, Healing 5
- Costs 35XP
- Special: Can be used with Deific Purification and Life to the Lifeless simultaneously as a single action. If this is done, the cost is 10 Deific Power total.
- Lasting Spark: The negative HP threshold before death is increased to (Max HP + Constitution Score). Any spell or effect that would otherwise instantly kill Sireyi instead deals damage equal to her maximum HP.
- Verdant Presence: Anywhere touched by Sireyi's powers, or even graced with her presence, is suffused with the essence of life. As examples, a desolate wasteland within the area of her sanctuary would find itself teeming with life in a matter of months and a completely barren woman would find themselves able to have children - and likely triplets or more at that - after nothing more than a few moments in her presence.
- Vigorous Mending: Increases natural healing rate by 1 HP/round. Adds further Regeneration equal to 20 HP/round - this secondary effect is not considered natural healing and cannot recover damage that can only be recovered by natural healing.
- Sireyi's descendants are more likely to inherit strong powers related to their bloodline. (e.g. angelic, storm, godblood, etc) and gain an XP discount on certain abilities purchased
- Complications related to pregnancy and childbirth are far less likely to occur in any of Sireyi's bloodline or her worshipers
- The chance of multiple children increases greatly for Sireyi's worshipers and descendants.
- The costs of certain skills and powers are halved, rounding down. These discounts will not stack with other discounts, but will overwrite them if this discount's reduction is greater. This discount applies to all Deific ranks of listed powers.
- This applies to: Medicine, Parenting, Toughness, Blessed Health, Blessed Health peripherals (includes Blessed Toughness), Healing Touch, Healing Touch peripherals, Sanctuary, Fecund Sanctuary, Healing Fire, Angelic Regeneration, Angelic Toughness, Wood Elemental Magical Martial Arts Style
- - This list may expand in the future.
- Religion of Sireyi
- Sireyi has not yet decided upon her own doctrine.
- Sireyi has 5 Succubi Priestesses
- Angel Powers
- Angels Lantern: You can summon a flying, semi-sentient orb of light, perhaps an inch across.
- Rank 1 - The Lantern has the following abilities:
- Flight Speed equal to its creators flight or land speed (whichever is greater);
- Empathic Communication with its creator;
- Lantern can only be harmed by spells or magical weapons, or similar;
- Lantern can fire a burst of light that hits a single target within 100ft;
- Costs 2 Divine Energy, these points cannot be regained until the Lantern is dismissed.
- Rank 2 - The Lantern has the following abilities, in addition to Rank 1 abilities:
- Telepathic Communication with its creator;
- Teleportation, the Lantern can teleport itself up to 100 miles per point of Willpower its creator possesses, but must end up within 50ft of its creator, it can only teleport itself;
- Summoning the lantern no longer takes an action;
- Rank 3 - The Lantern has the following abilities, in addition to Rank 1 and 2 abilities:
- All allies within 50ft of the lantern gain a +6 bonus to all defences against evil creatures;
- Lantern has 15 hit points;
- Burst of light now deals 6d6 damage plus twice creators Willpower bonus
- The lanterns creator can see and hear what the lantern sees and hears, should he or she choose to, this has no maximum range;
- [Deific] Rank 4 - The Lantern now has the following abilities, in addition to rank 1 - 3 abilities:
- - Summoning a single Lantern (two with Twin Eyes) no longer costs any Divine Energy - Thousand Eyes of Judgement still has it's full cost for Lanterns beyond the first two;
- - Teleportation's range increases to 500 miles per point of Willpower and having to end within 100ft of its creator;
- - Teleportation can now bring along a number of creatures equal to its creator's rank in Angels Lantern;
- - All allies within 75ft of the lantern gain a +8 bonus to all defences against evil creatures;
- - Burst of Light's base range doubles, as do the ranges of all peripherals that can modify Burst of Light's range;
- - Burst of Light's base damage increases to 8d6 + Creator Willmod*3;
- - The Lantern can no longer be harmed by weak magical weapons or 1st level spells;
- - Lantern's base HP increase to 25.
- [Deific] Rank 5 - The Lantern now has the following abilities, in addition to rank 1 - 4 abilities:
- - Teleportation's maximum range limitation is removed - so long as it's creator is on the plane, it can teleport to their side;
- - The Lantern can now cross planes for 10 divine energy - if a multitude of lanterns are within 100ft of each other, they can all cross at once without additional cost;
- - This plane-shifting effect can also bring along additional creatures, with the same restriction on numbers as Teleportation;
- - The Lantern creator's ability to see and hear through their lanterns can now function across planes;
- - The Lanterns are now tied to their creator's subconscious mind and capable of following much more complex orders than before over a longer timeframe;
- - All allies within 100ft of the lantern gain a +10 bonus to all defences against evil creatures;
- - Burst of Light's base damage increases to 10d6 + Creator Willmod*4;
- - The Lantern can no longer be harmed by magical weapons of moderate power or 2nd level spells;
- - The Lantern's base HP increases to 40.
- Arcane Spell Lantern: The Lantern can cast any arcane spell its creator can cast up, up to a maximum level of the creators rank in angels lantern. It can cast these independently of its creator but uses its own Arcane Energy. It has 10 Arcane Energy per rank in Angelic Lantern, plus its creators Willpower score.
- Divine Spell Lantern: The Lantern can cast any divine spell its creator can cast up, up to a maximum level of the creators rank in angels lantern. It can cast these independently of its creator but uses its own Divine Energy. It has 10 Divine Energy per rank in Angelic Lantern, plus its creators Willpower score.
- Eclipsing Light: No light shines brighter than the lanterns. The lantern can reflect up to one spell per day per rank in Angels Lantern, as per Spell Turning.
- Hardened Lantern: The Lantern is more durable, tripling its hit points. It also increases in size to 6 inches across.
- Lanterns Beam: The Lanterns light burst attack can affect a line 5ft wide with a length of up to 20ft per rank in Angels Lantern, this cannot be used with any other ability that makes the lanterns burst an area attack. All targets in the area are affected. This costs 2 Divine Energy per attack (creators or Lanterns).
- Lanterns Blast: The Lanterns light burst attack can affect a spherical area with a radius of up to 5ft per rank in Angels Lantern, this cannot be used with any other ability that makes the lanterns burst an area attack. All targets in the area are affected. This costs 2 Divine Energy per attack (creators or Lanterns).
- Purifying Burst: The Lanterns light burst attack deals 1.5 times normal damage against evil creatures, damage against non-evil creatures is unchanged.
- Requires: Angels Lantern 1
- Two Eyes: Two Angels Lanterns may be summoned instead of one. The Lanterns can act independently but draw from the same limited resources (arcane energy, divine energy, uses per day etc) as a single lantern.
- Thousand Eyes of Judgement: When summoning the Angels Lantern you can summon more than two. You pay 3 extra divine energy per extra lantern over 2 summoned, and can summon a maximum of 1 extra (over 2) lantern per point of Willpower modifier. All Lanterns draw from the same resource-pool as per Two Eyes.
- Angelic Brilliance: Sireyi is far smarter than normal
- Rank 5 - +10 bonus to Intelligence, gains 50% more XP than normal
- Angelic Charm: Sireyi has far better leadership skills than normal, is becoming more physically attractive than normal.
- Rank 4 - +10 bonus to Fellowship, +5 to all Fellowship rolls made for negotiation and diplomacy.
- Angelic Magic: As the child of an Eladrin, your mystical powers are particularly strong.
- Rank 5 - You add +10 Willpower, and gain 50 extra Arcane Energy, you reduce the XP cost of learning new spells by 5.
- Angelic Might: Sireyi is far stronger than normal
- Rank 5 - +20 bonus to Strength
- Angelic Regeneration: The character heals faster than normal
- Rank 5 – Heals 1 hit point per round.
- Angelic Speed: The character is far faster and more agile than normal
- Rank 5 - +20 bonus to Agility, land speed is four times that of a normal human
- Angelic Toughness: The character is far tougher than normal
- Rank 5 - +20 bonus to Constitution, +100 HP, has DR 5
- Blessing of the Most High: You can grant others angelic abilities. Whereas demons use the promise of power to bargain for a mortals soul; angels offer their gifts to those they deem worthy of their favour.
- Those you bless can access angelic 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.
- The following innate abilities can also be granted:
- Boost Willpower/Fellowship: The recipient of this gift reduces the cost of increasing Willpower or Fellowship by 1, as long as they are not increasing either past Sireyi’s current total.
- Disease Immunity: Immune to non-magical diseases. 2XP
- Golden Eyes (Cosmetic, 1XP)
- 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
- Poison Immunity: Immune to non-magical poisons. 3XP
- Regeneration (Low): The recipient heals 1 hit point per 6 hours rather than 1day. 2XP
- Regeneration (Medium): The recipient heals 1 hit point per hour rather than 1day. 5XP
- Regeneration (High): The recipient heals 1 hit point per 10 minutes rather than 1day. 10XP
- Regeneration (Full): The recipient heals 1 hit point per minute rather than 1day. 20XP
- Regeneration can be upgraded to the next level by paying the difference in XP costs.
- Silver Hair (Cosmetic, 1XP)
- Sireyi-like Appearance: The recipient of this gift appears as a mixture of their original appearance, and Sireyi’s appearance: their new height is half-way between their old height and Sireyi’s, other physical characteristics (bust, waist and hips for example) likewise change to half-way between theirs and Sireyi’s, their hair and eyes would have silver and gold highlights and flecks. They do not grow wings. These changes are based upon Sireyi’s appearance the time this change is made, if her appearance changes afterwards, theirs does not. Female humanoid targets only. 3XP. Sireyi would probably see this particular gift as very egotistical, and would be too embarrassed to grant it, without a good reason.
- Sorcery: Recipient can learn sorcery, they have Angelic, Storm and Velya-domain themes to their sorcery powers. 5XP
- Spell Knowledge: You can grant any N-spells you know, allowing the recipient to learn them for 1XP less than normal.
- Untarnished: Wounds heal without scarring, 3XP
- Wings: The recipient of this gift grow angelic, white-feathered 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
- This power does not work on magical creatures, including dragons, angels and demons. It does work on part-demons and on giants and werewolves.
- 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.
- Requires Angelic Magic 3, Imbue Holy Magic Items
- Create Celestial Iron: By imbuing her angelic powers into common metals, Sireyi can create Celestial Iron – a magical metal that can be used to create powerful magical items.
- Creating Celestial Iron is exhausting for Sireyi and reduces the level of effectiveness of all of her angelic powers by 1 rank, for a variable amount of time depending on how much Celestial Iron she has made. This weakness can be negated by spending XP.
- Multiple reductions from creating celestial iron stack, once all of Sireyi’s angelic abilities are at 0 rank, she cannot create celestial iron until they recover.
- She does not lose access to any of her angelic powers as a result of a decrease in ranks, her powers simply become weaker. Examples of this powers effects are in the rules.
- Angel Domain
- Sireyi’s angelic powers weaken for 1 week per 100lbs of celestial iron she makes.
- Sireyi can make 100lbs of celestial iron/day
- Sireyi can negate 1 week of weakness by spending 5 deific power – this must be spent when the celestial iron is made, it cannot be spent later.
- Sireyi can make an extra 50lbs of celestial iron per day, per point of deific power spent
- Angels Sight: Your vision is much sharper than normal.
- Rank 3 – Your vision is perfect for a human and you can easily see long distances, you can see in any lighting and even in total darkness or magical darkness.
- Life Sight: You can see life energies. You can see if a creature is alive, undead or just animated (golems etc) and for living and undead creatures you can see how healthy they are (hit points remaining).
- 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.
- 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.
- See Through the World: You can see through about 6 inches of solid matter and you can regulate how ‘deep’ you look into an object.
- See Through Deception: You can literally see lies, you add +10 to all Fellowship checks to detect falsehoods.
- True Angelic Magic: Unlocks 'Angelic Magic', a variation of traditional sorcery that applies Sireyi's angelic nature to her magical abilities. Unlocks unique variations of certain sorcerer's magic spells when purchased. See below for an example and further details.
- All angelic magic spells register as Divine and Angelic, regardless of whether DE or AE are used to power them. Any angelic variation spells are unlocked when the spells they are better versions of are purchased, regardless of whether they are purchased before or after True Angelic Magic is purchased.
- Increases maximum Willpower by 2, this means the willpower base maximum increases, not that more willpower is immediately granted by this ability.
- Angels Voice: Your voice is pitch perfect and you can use it to convey far more nuance and meaning than mortals can.
- 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.
- Angelic Language: Allows Sireyi to speak the First Tongue. This allows for communication with any being, even those that don't speak or aren't sentient/sapient/either, though only angels can truly comprehend the language and many regular beings could interpret True Words differently from their intent based off their own thoughts. An example, a human would hear [fire] and might think of it as meaning fire as in flame or fire as in 'fire a gun'. An angel, however, would know the entire context in which the word is being used in an instant. Enforces Order upon Chaos, which may be useful for restoring land corrupted by wild magic or demons to it's natural state. Allows for construction of angelic runes and wards, which are more expensive and much more powerful than regular runes and wards. May work with other forms of written magic. May have additional effects unknown at this time.
- Apotheosis: You have unlocked your angelic heritage, increasing your power and allowing you to take on full angelic form. Willpower and Fellowship maximums increase by six.
- Willpower and Fellowship increase by two. Strength, Agility, Constitution and Intelligence maximums increase by two.
- Divine Energy and Arcane Energy pools increase by twenty-five.
- Hit Points increase by twenty.
- In addition, you can now take on an Angelic Form, though this starts off quite weak. When transformed you are counted as a full angel for the purposes of spells and abilities.
- Angelic Form has the following effects:
- Restores up to 1/3rd of hit points and divine energy;
- Increases Willpower and Fellowship by 2;
- Adds +1 to any d20 roll to use angelic powers;
- Increases Halo's Bonus/Penalty by +1;
- Adds +2 to Perception checks;
- Adds +1 to magic resistance (+2 to resist evil/demonic magic);
- Adds +1 to Defences (+2 against demons or evil/demonic weapons);
- Lasts for 5 minutes;
- Has a 1 month delay before it can be used again – attempting to use this ability before this period has expired fails.
- Physical appearance changes while in Angelic Form as follows: flesh looks impossibly white and flawless; eyes appear to be golden orbs and glow faintly; your voice resonates with the authority and power of heaven.
- Soul of Light: This power further attunes Sireyi's soul with her angelic nature to increase the power of her Angelic Form and unlock additional benefits. Unless specified otherwise all additions only take effect when in Angelic Form.
- Level 1: Changes Angelic Form as follows. This replaces the base benefits.
- Restores up to one-half of hit points and divine energy;
- Increases Willpower and Fellowship by 4;
- Adds +2 to any d20 roll to use angelic powers;
- Increases Halo's Bonus/Penalty by +2;
- Adds +4 to Perception checks;
- Adds +2 to magic resistance (+4 to resist evil/demonic magic);
- Adds +2 to Defences (+4 against demons or evil/demonic weapons);
- Lasts for 10 minutes;
- Delay decreases to 1 week.
- Physical appearance changes while in Angelic Form as follows: flesh looks impossibly white and flawless; eyes appear to be golden orbs and glow faintly; your voice resonates with the authority and power of heaven.
- Level 2: Changes Angelic Form as follows. This replaces the benefits from earlier levels of Soul of Light.
- Restores up to three-quarters of hit points and divine energy;
- Increases Willpower and Fellowship by 6;
- Increases Strength, Agility and Constitution by 2;
- Adds +3 to any d20 roll to use angelic powers;
- Increases Halo's Bonus/Penalty by +3;
- Adds +6 to Perception checks;
- Adds +3 to magic resistance (+6 to resist evil/demonic magic);
- Adds +3 to Defences (+6 against demons or evil/demonic weapons);
- Lasts for 30 minutes;
- Delay decreases to 1 day.
- Physical appearance changes while in Angelic Form as follows: flesh looks impossibly white and flawless; eyes appear to be golden orbs and glow faintly; your voice resonates with the authority and power of heaven; your wings appear to be made of celestial iron.
- Level 3:
- Fully restores hit points and divine energy;
- Increases Willpower and Fellowship by 8;
- Increases Strength, Agility and Constitution by 4;
- Land movement speed triples;
- Adds +4 to any d20 roll to use angelic powers;
- Increases Halo's Bonus/Penalty by +4;
- Adds +8 to Perception checks;
- Adds +4 to magic resistance (+8 to resist evil/demonic magic);
- Adds +4 to Defences (+8 against demons or evil/demonic weapons) and your damage reduction increases by 2;
- Lasts for 1 hour;
- Delay decreases to 6 hours.
- Physical appearance changes while in Angelic Form as follows: flesh looks like sculpted marble with veins of silver running through it; eyes appear to be golden orbs and glow faintly; your voice resonates with the authority and power of heaven; your wings appear to be made of celestial iron.
- You grow 2 extra wings: these are white feathered as normal. They appear the first time you use Soul of Light Level 3 and do not disappear when the power ends, they are permanent. This extra pair of wings multiply your base flight speed by 1.5.
- Level 4:
- Fully restores hit points and divine energy and your hit points and divine energy maximums increase by 50%;
- Increases Willpower and Fellowship by 10;
- Increases Strength, Agility and Constitution by 6;
- Land movement speed is now 5 times normal;
- Adds +5 to any d20 roll to use angelic powers;
- Increases Halo's Bonus/Penalty by +5;
- Adds +10 to Perception checks;
- Adds +5 to magic resistance (+10 to resist evil/demonic magic);
- Adds +5 to Defences (+10 against demons or evil/demonic weapons) and your damage reduction increases by 4;
- Lasts for 6 hours;
- Delay decreases to 1 hour.
- Physical appearance changes while in Angelic Form as follows: flesh looks like sculpted marble with veins of silver running through it; eyes appear to be golden orbs with silvery pupils and an intricate spiral pattern instead of an iris’ - looking into them causes a person to feel a compulsion to confess to their sins, both recent ones and those long forgotten; your voice resonates with the authority and power of heaven; your wings appear to be made of celestial iron.
- Level 5:
- You no longer heal or regain divine energy when you transform, instead your hit points and divine energy maximums increase by 100% permanently – even when not transformed;
- Once per hour you may full heal & restore divine energy, as per Soul of Light 4.
- Increases Willpower and Fellowship by 12;
- Increases Strength, Agility and Constitution by 8;
- Land movement speed is now 8 times normal;
- Adds +6 to any d20 roll to use angelic powers;
- Increases Halo's Bonus/Penalty by +6;
- Adds +12 to Perception checks;
- Adds +6 to magic resistance (+12 to resist evil/demonic magic);
- Adds +6 to Defences (+12 against demons or evil/demonic weapons) and your damage reduction increases by 6;
- Indefinite duration;
- No longer has a delay.
- Physical appearance changes while in Angelic Form as follows: flesh looks like sculpted marble with veins of silver running through it; eyes appear to be golden orbs with silvery pupils and an intricate spiral pattern instead of an iris’ - looking into them causes a person to feel a compulsion to confess to their sins, both recent ones and those long forgotten; your voice resonates with the authority and power of heaven; your wings appear to be made of celestial iron.
- You grow 2 extra wings (6 wings total): these are white feathered as normal. They appear the first time you use Soul of Light Level 5 and do not disappear when the power ends, they are permanent. This extra pair of wings multiply your base flight speed by 2.
- At this point you have transformed into a full angel: you can switch between your angelic and mortal (half-angel) form at will.
- In Angelic Form you wonder why you cling to your humanity: it only weakens you after all – and the eternal war against the demons beckons you constantly....
- Only when you are around those you love deeply does this feeling fade. You need those you love to keep you human, otherwise you want to take your place in the war against the darkness, leaving behind mortal concerns.
- When you change back, you feel guilty about contemplating abandoning your responsibilities, your friends and those you love.
- 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
- Rank 3 – +5/-5 bonus/penalty, large area
- Lightning Halo: Your Halo crackles with barely suppressed energies. Willpower counts as being 10 points higher for casting spells, cannot take Crown of Rulership
- 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.
- 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.
- Elemental Powers
- Calm as a Summer's Breeze, Furious as a Raging Storm: The storm becomes as much of a shield as a sword. The effects of Eye of the Storm now only apply to enemies and their attacks. Allies are now immune to electricity damage and gain +2 agility and +2 willpower while within 25 feet of Sireyi whilst Eye of the Storm is active. Sireyi and any allies within 50 feet of the storm gain +4 defence.
- Control Storm: You can control the movement of any storm you summon, or any non-magical storm, by spending 3 Divine Energy/hour.
- Eye of the Storm: Allows Sireyi to wrap a storm around herself. This power costs 5 Divine Energy and a nearby (or stored) storm or 6 Divine Energy and the Summon Storm ability. This power costs 2 DE/round to maintain. Whilst this power is in effect Agility and Willpower are each raised by 6. This ability inflicts 3d6+6 Lightning damage on anyone within 25 feet of Sireyi each round. All of Sireyi's melee attacks gain +3 lightning damage whilst this power is in effect. Any ranged attack (other than boulders or siege weapons) that passes within 50 feet of Sireyi suffers a -15 modifier to the attack. Everyone within 25 feet of Sireyi must make a DC 18/22 STR check to resist being blown away/knocked over each round this power is in effect.
- Special: If you are using the Elemental Node (Lightning) with this power active, Sireyi’s Divine and Arcane Energy pools double, but do not recover any faster, unless there is a storm nearby.
- 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.
- 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 240ft across.
- Add Electricity to melee attacks: +5 damage per 1 DE
- Lightning Bolt 9d6+(Will Modx3) damage, costs 3DE, every extra 1DE increases damage by 2d6.
- Lightning Storm 5d6+(Will Modx2) damage, costs 3DE, every extra 1DE increases damage by 1d6.
- Lightning Immunity: You are immune to electricity damage.
- Intense Lightning (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.
- Massive Lightning Storm 3: Your Lightning Storm’s area doubles, may be selected multiple times (included in stats).
- 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.
- 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.
- 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.
- 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.
- Gust of Wind: Str check to resist knockdown/go flying DC 25/20, costs 3DE, every extra 1 DE increases DC by 1.
- 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.
- Summon Storm: You can summon a storm that has a radius of ½ mile per point of Divine Energy spent to summon it, and lasts for 30 minutes per point spent. You can summon it centred on any spot you can see, it appears at normal storm height, cannot be summoned indoors, once summoned it is not under your control, and moves as it will.
- Angels Fire: You can summon holy fire from the Heavens, area attack, does additional damage to evil creatures.
- Rank 3 – Affects an area 30ft across deals 5d6+(Will Modx2) damage, costs 3DE, every extra 1DE increases damage by 1d6.
- Seeking Fire: No chance of hitting allies.
- Healing Fire: Heals allies in the area.
- Paladin Powers
- Blessed Health: Diseases mean little to you, and as a follower of Velya you gain an additional ability. Favoured of Velya
- 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.
- 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
- 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.
- 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
- Detect Evil: You are able to detect evil. This comes in two forms, active and passive. Passive detection is always on but may miss weaker or more subtle evils. Active involves actively focusing on a person, place or object (including a spell) and picks up any evil not shielded by powerful magic. Passive detection is longer range, though only very powerful evil is detected beyond 50ft or so. Active detection is only valid within about 5ft.
- Magical evils (demons, evil magic) are detected, but non-magical evils are only detected if they are very evil. I.e. you don’t detect most thieves, but you’d pick up on a cruel slave trader, or mass murderer.
- Divine Shield 1: You have an innate and constant resistance to magic.
- Half-Angel: The bonus to resist magic is multiplied by 1.5 against demon magic.
- Rank 2 - it’s very hard for wizards or other magic users to affect you, +8 to Will rolls to resist magic, +8 to defences vs magical attacks.
- Divine Warrior: Your Goddess has blessed you with supernatural strength, speed and toughness. A favoured power of the Paladins of Konig.
- Rank 3 - You add +4 Strength, +4 Constitution and +4 Agility, and even heavy weapons barely break your skin (DR 6)
- 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.
- Giants Strength: your strength increases to monstrous levels. You gain a bonus to your strength of 4 + twice your degree in Divine Warrior.
- Titans Endurance: You can perform impossible feats of endurance such as engaging in strenuous physical activity for hours or days without rest, ignore lethal environmental hazards or withstand attacks that could crush mountains. The base cost if this ability is 3 Divine Energy, more impressive fears of endurance will require more Divine Energy. Typical feats of endurance include:
- Difficult Physical Activity (such as running, climbing, fighting etc), 3DE for 24 hours +1DE per additional 24 hours. Cannot recover Divine Energy whilst doing so.
- Remain Awake: 3DE for 1 week +1DE per additional week. Cannot recover Divine Energy whilst doing so.
- Withstand Personal-scale non-magical attack: you ignore all damage and effects from the attack. Applies to attacks from any creature or weapon of similar size to you not using magic. 3DE.
- Withstand Large-scale non-magical attack. Ignore all damage and effects of the attack. Applies to attacks from larger creatures such as giants or dragons. Also applies to most siege engines. 5DE.
- Withstand Massive-scale non-magical attack: ignore all damage and effects of the attack. Applies to attacks by monsters such as the Tarrasque or the Kraken, includes natural disasters such as avalanches or volcanoes. 8DE.
- Withstand Magical Attack: the cost is as per a non-magical attack of the same size +2DE
- Titans Strength: you can perform impossible feats of strength such as wrestling giants, catching cannonballs, smashing down castle gates or splitting boulders using your bare hands. The base cost of this power is 3 Divine Energy, more impressive feats will cost more Divine Energy. Typical feats of strength include:
- Ignore Non-Magical Damage Reduction (3DE)
- Ignore Magical Damage Reduction (5DE)
- Ignore a Gods Damage Reduction (10DE)
- Break Down Normal-Sized Door (3DE)
- Break Down Castle Gates (5DE)
- Break a hole in a wall (5DE)
- Break down a large section of a wall - typically a 20ft or longer section (10DE)
- Doctrine of Velya: By closely following the Doctrine of Velya, you gain access to additional divine power. This power boosts your Divine Energy but restricts your actions somewhat. If you take one of the chosen actions, you lose the bonus divine power for 1 week.
- This power specifically cannot catch you in a double-failure choice: If you take an action that violates one or more prohibited actions but is done specifically to avoid another prohibited action, or to carry out the teachings of Velya then you do not lose access to this bonus Divine Power.
- Multiple violations of prohibited actions may draw the attention of Velya or one of her angelic servants.
- Favoured of Velya.
- Rank 2 – Gain 24 Divine Energy.
- Prohibited actions: (Life) create undead
- (Joy) Obstruct true love (yours or others)
- (Peace) fail to seek a peaceful solution to a conflict
- Healing Touch 2: You can channel your divine power to heal others with a touch.
- 2 - You can heal serious injuries
- Costs 2 Divine Energy to heal 9HP, every extra point of Divine Energy used increases the amount healed by 2.
- Rank 3 - You can heal life-threatening injuries; costs 3 Divine Energy to heal 15HP, every extra point of Divine Energy used increases the amount healed by 3.
- [Deific Expansion]
- Rank 4 – You fully heal the target by spending 3 Divine Energy.
- Rank 5 – You can bring back the dead: This costs 5 Divine Energy plus 1 per full day they have been dead. If their god does not want them to return to life this power fails. You do not need an intact body to use this power, or anything other than the name of the person you are bringing back.
- Redeeming Touch: By using your divine powers you force the target to re-live his past actions that have hurt others, both from his own point of view, and from the point of view of his victims.
- By doing so the target of this power has to either justify his actions to himself or reconsider what he did, in light of these revelations.
- This all happens in the space of a few seconds.
- If affected by this power the target may be unchanged, or may realise what he did wrong, and seek to atone for his actions.
- This power does not force a target to atone; they can choose to try and redeem themselves, or not.
- The Willpower roll used in execution of this power is to have this power affect them; if the check fails, the target experiences nothing, the Willpower roll does not reflect the chance they will atone – only whether the power affects them at all.
- Because of this Critical Successes and Critfails have no effect with this power.
- This power costs 3 Divine Energy; extra Divine Energy spent upon it has no effect.
- This power can be used upon anyone, but its effects on evil people are more dramatic, as they have typically caused more harm than good or neutral people, but even good or neutral people can hurt others in pursuit of a just cause.
- This power has no effect on demons or other similar evil magical creatures.
- Heavens Rebirth: A demon or part-demon affected by Redeeming Touch can choose to cast aside its demonic nature, being transformed (with your help) into an angel or part-angel, you can do so immediately after using Redeeming Touch, or chose to use this power later.
- The targets demonic heritage is transformed into angelic heritage (i.e. demons become angels, half-demons become half-angels etc), who they are does not change, not does their overall focus (i.e. a warrior demon becomes a warrior angel, a succubus becomes an angel of love and pleasure etc), though their powers and appearance will certainly change. This costs 50 extra Divine Energy. These angels owe no allegiance to any particular God, for all intents and purposes, you are their divine overlord. You have no special power to control these angels.
- Reform Demon: Demons are now valid targets for Redeeming Touch, because demons are laced with corrupt magical energies, Redeeming Touch has little chance of affecting them.
- Extra Divine Energy can be used to overcome this resistance – adding to the Willpower check.
- As before, Redeeming Touch cannot force a demon to reform: instead it has its normal effects and counters briefly a demons natural inclination towards evil and cruelty.
- Whether a demon chooses to try and reform afterwards is its own choice, but it has now literally seen through the eyes of its victims and felt their pain.
- Sanctuary: You can cleanse an area around you, removing evil magic and influences, increasing the healing speed of all within its area and warding it against evil 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.
- If you create a sanctuary and evil creatures are already in the area then they make a Willpower roll with a +10 bonus against the DC to enter the sanctuary: if successful they are unaffected, if they fail they must immediately attempt to leave the sanctuary by the shortest route possible. They will not take suicidal risks to escape (such as jumping off cliffs) but they will attempt to leave by the shortest route possible.
- The Sanctuary power treats creatures that detect as evil (such as demons, some types of undead) as evil even if they aren’t evil.
- Demonblooded and other mortals with *evil* supernatural heritage may be treated as evil by the sanctuary, or they may not – the stronger their supernatural heritage, the more likely they are to be so affected.
- Half-Angel: The DC is higher for demons to enter the sanctuary.
- Rank 3 – An area 100ft across, quintuples natural healing within its area, evil creatures can only enter the area by passing a Nearly Impossible Willpower roll, evil spells cast into the area take a very large penalty to the roll. Evil creatures can still make melee attacks against those close enough to hit, and can make ranged attacks into the Sanctuary. Costs 3 Divine Energy.
- Rank 4 – Your sanctuary cannot be entered by evil creatures of less power than a demon lord or god. Evil 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.
- Rank 5 – Only demon lords or gods can possibly cast evil 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.
- Adaptive Sanctuary: You can vary the effects of your sanctuary in the following ways:
- Targets: You may designate individuals as not-evil for the purpose of your sanctuary power, this designation lasts until changed. You may designate broad creature types (demons, orcs, dragons etc) or subtypes (black dragons, succubi, frost giants) for this affect, but you cannot put conditions on this designation (demons loyal to me) – you either designate whole types, or each individual separately. Removing or adding such a designation is a normal action. Removing such a designation means all those now affected by your sanctuary within its area are treated as if you had just created the sanctuary with them in it (i.e. Willpower roll to avoid leaving).
- You may also designate schools or traditions of magic as not-evil, meaning such spells may ignore your sanctuary, regardless of the type of magic or the nature of the caster.
- Once set this lasts until you end the sanctuary or change it.
- Size: You may reduce your sanctuary size down to a minimum radius of an inch, or extend it to its maximum range as a normal action. Once set this lasts until you end the sanctuary or change it.
- Healing: You may vary bonus to rate of healing the sanctuary grants, in x1 increments, from no increase, up to its maximum level, as a normal action. Once set this lasts until you end the sanctuary or change it.
- The following options depend upon you having the sanctuary expansion listed.
- Fecund: You can regulate the rate of fast ageing and slow ageing in the same manner as faster healing (in x1 increments) separate from healing, and from each other. You may designate broad creature types or individuals as being unaffected by the increase/decrease in ageing (separately) in the same manner as you may exempt them from the sanctuary expelling evil creatures).
- Warded: You may designate certain types of weapons as being exempt from the warding effect.
- Requires Sanctuary 2
- 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. Disney music optional.
- 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.
- 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.
- Current Sanctuary: Sanctuary 3, Warded Sanctuary
- Warded Sanctuary: The penalty to evil spells cast into the sanctuary is also applied to all ranged and melee attacks into the Sanctuary.
- Smite: You can channel your divine power to deal additional damage to your foes, has greater effect upon magical or evil creatures.
- Half-Angel: The damage bonus is increased against demons, base is +24, increase is +6 per additional DE spent
- 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.
- Dragon Powers and Sorcery
- With a blood tie to a black dragon, and with your powers of sorcery awakened, you can learn the following powers. These powers cost Arcane Energy to use.
- Every dragon power you purchase speeds your familiars growth.
- 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.
- 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.
- 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
- 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, 12ft-long from nose to haunches, with an 8ft-long tail.
- 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.
- 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)
- 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.
- 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.
- 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.
- 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.
- Dispelling Breath Weapon: Your breath weapon disrupts magic on those it affects (standard dispel)
- 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.
- Dragon Magic: You learn the magic of dragons.
- Rank 1 - Arcane spells cost 1 less arcane energy for you to use, to a minimum cost of 1.
- Huge Dragon Form: When you use Aspect of the Dragon 3 you can choose to spend extra energy to increase your size. In your dragon form you are 30ft from nose to haunches, and your tail is 20ft long. Your size alters your physical stats as follows: Str +16, Con +12, Agi -4. You can attack up to 5 human-sized foes or 2 ogre-sized foes with a single attack, if they are close to one another. Your damage reduction is now equal to heavy armour. Using this costs an extra 6 Arcane Energy,
- Seraphic Dragon - Applies Sireyi's angelic nature to her draconic transformation. Can be used in conjunction with any dragon aspect transformations. Is an optional modification that increases the Arcane Energy cost of the transformation by 6. Using this removes the Acid resistance gained from the transformation and replaces it with resistance to demonic weapons and magic. Use of this power increases the magical resistance gained. Sireyi gains the following changes to her stats: +4 agility in normal size, negates agility penalties from huge size, halves agility penalties from massive size. Acid breath weapon is replaced with a breath weapon that deals holy-type damage for the duration of the transformation. Physical attacks do bonus damage to evil creatures. This ability is fully compatible with Angelic abilities such as Halo. Sireyi looks like a combination of angel and dragon: scales are replaced by white feathers for example.
- Mystic Martial Arts
- Living Storm Style: You combine storm magic and fighting skill into a magical martial arts style. Exception: Living Storm Style is a natural style for you, the cost to gain it is
- [PURCHASED] Rank 1 – You can use Storm Wind Stance and Static Fist
- Storm Wind Stance: The air in a storm is never still, you copy them by never remaining still. By spending 2 Arcane Energy you add your Will modifier to your Defence for the rest of the combat. Using this power does not take an action.
- Static Fist: With a powerful jolt of energy, you stun your opponent. By spending 1 Arcane Energy when you make a melee attack your foe takes a -2 penalty to all d20 rolls for the rest of the combat., the maximum penalty this power can apply is equal to your Will modifier.
- [PURCHASED] Rank 2 – You can use Fast as the Storm Wind, Lightning Fist and Earthed Lightning
- Fast as the Storm Wind: You are as fast as a storm wind. By spending 1 arcane energy you can either take an extra melee attack or double your movement speed for 1 round. You may only use this power once per round.
- Lightning Fist: Lightning arcs from your foe. By spending 2 or more Arcane Energy when you make a melee attack you can make a bolt of electricity arc from the foe you strike to the nearest creature. The lightning arc keeps jumping from creature to creature until all targets in range have been hit, to a maximum of 1 target per point over 1 spent. This power only targets allies of yours on a critfail, all struck targets take 1d6+Will mod damage per 2 arcane energy spent.
- Earthed Lightning: You attacks seek out your foes like lightning seeking the right path. When you make a melee attack you may use this power instead of making an attack roll, your attack automatically hits and all damage is electricity damage. This power costs 5 arcane energy.
- Rank 3 – You can use Thunder and Lightning Strike, Whirling Storm Barrage and Endless Howling Wind
- Thunder and Lightning Strike: As you strike your foe thunder rolls and lightning strikes. By spending 4 arcane energy when you make an unarmed attack you apply a -5 penalty to all d20 rolls your target and add triple your willpower modifier to your unarmed damage, this extra damage is half electricity damage and half sonic damage.
- Whirling Storm Barrage: The Storm never stops blowing. By spending 3 arcane energy as a normal action you may take one unarmed attack per 3 points of willpower score you possess.
- Endless Howling Wind: You throw your foes back. By spending 2 arcane energy whenever you make an unarmed attack your attack deals no damage if it hits, instead calculate the damage it would have dealt then move them back 1 foot per point of damage your attack would have dealt.
- Rank 4 – You can use Cerulean Path and Speed of the Storm
- Cerulean Path: You create a powerful lightning attack. By spending 3 or more arcane energy as a normal action you create a blast of lightning that attacks everyone in a 5ft-wide line that is 10ft long per point of willpower. Roll to hit everyone in the area using your unarmed attack bonus, this is an area attack. Those that are struck take 1d6 points of electricity damage per willpower modifier you have, per 3 arcane energy you spent to activate this power.
- Speed of the Storm: You move *fast*. By spending 3 arcane energy as a free action you gain the following bonuses: your land movement speed is tripled, this is an enhancement bonus to speed; your jumping distance is multiplied by 5, this does not stack with the increase to speed. This lasts until the end of the encounter. When using this power and making a melee attack you may spend 1 arcane energy as a free action to gain two extra unarmed attacks, at no extra penalty to attack rolls. You may only use this power once per round.
- Rank 5 – You can use Stormwind Avoidance and Live Like Lightning
- Stormwind Avoidance: You cannot catch lightning. When you are struck by an attack you may use this power before damage is determined, the attack automatically misses as you dodge out of the way. This power costs 15 arcane energy. You may also use this power to protect against only electricity damage – in which case you do not dodge the attack, you dissipate it before it hits you, and this power costs only 2 arcane energy.
- Live Like Lightning: You don’t imitate lightning, you are lightning. By spending 10 arcane energy as a normal action you make two unarmed attacks against any foes within 5ft per point of willpower, to a maximum of one target per willpower point. These all count as area attacks and all damage they deal is electricity damage. You are considered to be moving between all these targets whilst attacking, and you gain a dodge bonus to your defence against any attacks made against you whilst using this power equal to your willpower modifier, as you are moving very fast in your lightning form.
- Priest Spells
- Priest Magic 1: level 1 priest spells cost 1 divine energy to cast
- Bane: Enemies take penalty on attack rolls and saves against fear.
- Bless: Allies gain bonus on attack rolls and saves against fear.
- Bless Water: Makes holy water.
- Command: Subjects obeys selected command for 1 round.
- Comprehend Languages: You understand all spoken and written languages.
- Create Water: Creates gallons of pure water.
- Cure Minor Wounds: Cures 8+Will mod damage
- Detect Chaos/Evil/Good/Law: Reveals creatures, spells, or objects of selected alignment.
- Detect Magic: Detects spells and magic items within 60 ft.
- Detect Poison: Detects poison in one creature or object.
- Detect Undead: Reveals undead nearby
- Endure Elements: Exist comfortably in hot or cold environments.
- Light: Object shines like a torch.
- Protection from Chaos/Evil/Good/Law: +2 to Defence and Will checks to resist magic (doubled vs mind-control).
- Purify Food and Drink: Purifies food or water.
- Remove Fear: Suppresses fear or gives +4 on Will checks against fear for all nearby allies.
- Priest Magic 2: level 2 priest spells cost 2 divine energy to cast
- Blindness/Deafness: Makes subject blinded or deafened.
- Calm Emotions: Calms creatures, negating emotion effects.
- Charisma: Subject gains +4 to Fellowship.
- Consecrate: Fills area with positive energy, making undead weaker.
- Contagion: Infects subject with disease.
- Create Food and Water: Feeds people or animals.
- Cure Moderate Wounds: Cures 24+(Will modx2) damage
- Darkness: Area of supernatural shadow.
- Dispel Magic: Cancels spells and magical effects.
- Endurance: Subject gains +4 to Con.
- Hold Person: Paralyzes one target.
- Invisibility Purge: Dispels invisibility nearby.
- Locate Object: Senses direction toward object (specific or type).
- Make Whole: Repairs an object.
- Magic Circle against Chaos/Evil/Good/Law: As protection spells, but area.
- Magic Vestment: Armor or shield gains enchantment bonus.
- Remove Blindness/Deafness: Cures normal or magical conditions.
- Remove Curse: Frees object or person from curse.
- Remove Disease: Cures all diseases affecting subject.
- Remove Paralysis: Frees one or more creatures from paralysis or similar effect.
- Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.
- Searing Light: Ray deals damage, more against undead.
- Shield Other: You take half of subject’s damage.
- Silence: Negates sound in an area.
- Speak with Dead: Corpse answers one question/two levels.
- Strength: Subject gains +4 to Str.
- Water Breathing: Subjects can breathe underwater.
- Water Walk: Subject treads on water as if solid.
- Wind Wall: Deflects arrows, smaller creatures, and gases.
- Wisdom: Subject gains +4 to Willpower.
- Undetectable Alignment: Conceals alignment for 24 hours.
- Priest Magic 3: level 3 priest spells cost 3 divine energy to cast
- Air Walk: Subject treads on air as if solid
- Break Enchantment: Frees subjects from enchantments and curses.
- Cure Severe Wounds: Cures 40+(Will modx3) damage
- Dimensional Anchor: Bars extradimensional movement.
- Discern Lies: Reveals deliberate falsehoods.
- Dismissal: Forces a creature to return to native plane.
- Disrupting Weapon: Melee weapon destroys undead.
- Divine Power: Add Will mod to attack and damage rolls, add 5x Will mod to hit points.
- Flame Strike: Smite foes with divine fire
- Freedom of Movement: Subject moves normally despite impediments.
- Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
- (E) Planar Ally, Minor: Exchange services with a weak extraplanar creature.
- Scrying: Spies on subject from a distance.
- Sending: Delivers short message anywhere, instantly.
- Spell Resistance: Subject casters Will mod to defence vs spells.
- Tongues: Speak any language.
- True Seeing: Lets you see all things as they really are.
- Priest Magic 4: level 4 priest spells cost 4 divine energy to cast
- Blade Barrier: mass of blades surrounds caster, dealing damage to those nearby.
- Control Weather: Changes weather in local area.
- Cure Critical Wounds: Cures 56+(Will modx4) damage
- Destroy Undead: Destroys nearby undead.
- Destruction: Kills subject and destroys remains.
- (E) Planar Ally: As minor planar ally, but more powerful.
- Quest: As creature must follow the orders given, or suffer.
- Refuge: Alters item to transport its possessor to you.
- Regenerate: Subject’s severed limbs grow back, scars disappear, heal 5 hit points/minute.
- Repulsion: Creatures can’t approach you.
- Symbol of Stunning: Triggered rune stuns nearby creatures.
- Word of Recall: Teleports you back to designated place.
- Priest Magic 5: level 5 priest spells cost 5 divine energy to cast
- Antimagic Field: Negates magic nearby.
- Dimensional Lock: Teleportation and interplanar travel blocked in an area.
- Earthquake: Create earthquake.
- Gate: Connects two planes for travel or summoning.
- Heal: Cures 72+(Will modx5) damage
- Holy Aura: +10 Bonus to defences against evil spells.
- (E) Planar Ally, Major: As minor planar ally, but strong ally.
- Soul Bind: Traps newly dead soul to prevent resurrection.
- Unholy Aura: +10 to defences against good spells.
- True Resurrection: Bring creature back from the dead.
- Sorcery
- Consecrate Spell: A spell modified with this ability gives off a small surge of positive divine magic and is more difficult for evil creatures or demons to resist.
- If the spell deals damage, half that damage (rounded down) results from positive divine power and applies itself as holy damage.
- This adds two additional Arcane Energy to the spell's cost.
- Only divine casters in the service of a good god/goddess (priests, clerics) or those who draw their powers from heavenly sources can use this feat.
- Selective Spell: You modify an area spell so that it does not affect designated creatures within it's area. All other creatures in the spell's area are affected normally.
- 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.
- Available Spells
- Alarm: Wards an area for hours.
- (R) Cantrips: host of minor useful powers including but not limited to – weak magic attacks, create light, create noise, weak telekinesis, arcane mark
- Cunning: Subject gains bonus to Int.
- Endurance: Subject gains bonus to Con.
- Grace: Subject gains bonus to Agi.
- Identify: Determines properties of magic item.
- Resist Energy: Resistant to specified energy type.
- Shield: (self only) damage reduction and defence equal to light armour.
- (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.
- Speed: (self only) triples movement speed
- Splendor: Subject gains bonus to Fellowship.
- Strength: Subject gains bonus to Str.
- (N, R) Suffer Not the Heretic: Your smite attack deals extra damage to evil spellcasters who draw power from demon lords or evil gods, lasts for 1 smite attack but takes no action to cast.
- (N) Thunderclap (noise/light burst, highly distracting to enemies)
- Tongues: Speak any language.
- (N) Whispering Wind: Send short message miles
- Wisdom: Subject gains bonus to Will.
- Sorcerer Magic 2: Grants access to novice spells, new spells are 2XP each, base spell cost of these spells is 2 Arcane Energy.
- Available Spells
- Arcane Sight: Magical auras become visible to you.
- (N, R) Blinding Breath Weapon: Those hit by your breath weapon attack are blinded.
- (N, R) Breath Weapon Alteration: Your breathe weapon deals cold, fire or electricity damage instead of acid.
- Detect Scrying: Alerts you of magical eavesdropping, lasts hours.
- (R) Dimensional Anchor: Bars extradimensional movement.
- Dimension Door: Teleport single target short distance.
- Dispel Magic: Cancels magical spells and effects.
- (N, R) Dispelling Breath Weapon: Your breath weapon disrupts magic on those it affects.
- Fly: Subject flies at speed of twice land speed.
- (N) Lightning Bolt: Area damage electricity spell.
- (N) Martyrs Sacrifice: Stigmata open upon your body, heals all nearby allies but damages you.
- Resilient Sphere: Force globe protects but traps one subject.
- (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.
- Scrying: Spies on subject from a distance.
- Stoneskin: high damage reduction.
- (N, R) Turning Breath Weapon: Undead targeted by your breath weapon are forced to flee.
- Water Breathing: Subjects can breathe underwater.
- Sorcerer Magic 3: Grants access to intermediate spells, new spells are 3XP each, base spell cost of these spells is 3 Arcane Energy.
- Available Spells
- Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
- Disintegrate: Makes one creature or object vanish. Deals a lot of damage.
- (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.
- (E) False Impression: Fools scrying and divination with a false result.
- (E) Minor Planar Binding: Summon a magical creature to do your bidding. Casting time in hours.
- (E) Permanency: Make a spell permanent, has a varying XP cost depending upon spell in question.
- Probe Thoughts: Read subject’s memories.
- (N, R) Sanctify!: You enhance your redeeming touch powers.
- (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.
- Seeming: Changes appearance of several people.
- Telepathic Bond: Link lets allies communicate.
- (R) 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.
- True Seeing: Lets you see all things as they really are.
- Wall of Force: Wall is immune to non-magical damage.
- 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.
- Available Spells
- (R) Antimagic Field: Negates magic within small area.
- Banishment: Banishes extraplanar creatures to home plane.
- Chain Lightning: Fires a powerful bolt of lightning that arcs to other targets.
- Forcecage: Cube or cage of force imprisons all inside.
- Geas: Target must obey you or suffer punishment.
- Missile Storm: Fires a large number of magic missiles at an area; number fired increases with Willpower.
- Move Earth: Digs trenches and build hills.
- Phase Door: Creates an invisible passage through wood or stone.
- (E) Plane Shift: Travel to another plane.
- Prismatic Spray: Fires intertwining beams of light that have varying effects on those struck, can hit multiple targets.
- Project Image: Illusory double can talk and you can cast spells through the image.
- Repulsion: Creatures can’t approach you.
- (R) Spell Turning: Reflect spells back at caster.
- Sorcerer Magic 5: Grants access to master spells. New spells are 5XP each, base spell cost of these spells is 5 Arcane Energy.
- Available Spells
- Dimensional Lock: Teleportation and interplanar travel blocked in an area.
- (E) Discern Location: Reveals exact location of creature or object.
- (R) Disjunction: Dispels magic, disenchants magic items.
- Gate: Connects two planes for travel or summoning.
- (E) Major Planar Binding: As minor planar binding, except very powerful creatures.
- Meteor Swarm: Throws multiples flaming spheres.
- Mind Blank: Subject is immune to mental/emotional magic and scrying.
- Soul Bind: Traps newly dead soul to prevent resurrection.
- (E) Teleportation Circle: Circle teleports any creature inside to designated spot.
- Forge Magic Arms and Armour: You can forge magical arms and armour. This does not cost XP but takes time depending upon what you’re forging.
- You can add a magical ‘plus’ with a value up to the highest sorcerer rank you hold.
- You can add in effects and abilities based upon the spells you know.
- Each ‘plus 1’ requires a week of crafting;
- Each spell effect requires a week of crafting;
- You can make stormwings, this takes 2 weeks;
- You can make magical power armour (basic), this takes 6 weeks.
- Imbue Holy Magic Items: Magic items you create can have angelic or paladin powers built into them, as if they were spells.
- Craft Other Magic Items: You can create magic items that don’t fall into a specific category.
- Available Magic Items/Item Abilities
- (in parenthesis are the typical types of items the ability is placed in)
- Creation times are given in days/weeks.
- *Capped at Will mod* refers to the Will mod of the item creator.
- Some Items have additional effects if made from Celestial Iron, the effects (and amount of Celestial Iron required) is listed under each entry.
- (Angelic)
- Angelic Voice (Necklace): Grants bonus to Fellowship checks based upon talking, does not stack with Angels Voice.
- Takes 1 week per +2 bonus applied, maximum bonus is capped at Will mod;
- Takes 4 weeks to allow wearer to instil emotions in individuals;
- Takes 12 weeks to allow wearer to instil emotions in small groups.
- Celestial Iron (4 Necklaces for 1lb): Bonus to Fellowship checks is doubled against demons when intimidating them; Will check for Demons to resist instilled fear rises by 10.
- Halo (Halo): Floats above wearers head, grants combat bonus to allies, penalty to evil enemies, does not stack with Halo. Can boost Willpower for spellcasting.
- Takes 1 week per +1 bonus applied, maximum bonus is capped at Will mod/2;
- Takes 1 week per +1 bonus applied to willpower for spellcasting.
- Celestial Iron (1lb): Penalty is doubled against demons; Will bonus when casting spells on demons is doubled.
- Lightning Mastery (Gauntlets/Bracers or melee weapon): Allows wearer to add electricity to melee attacks, make ranged attacks with lightning bolts and/or create lightning storms.
- Takes 1 week per +1 electricity damage added to melee attacks, maximum bonus of Will mod;
- Takes 2 weeks per 1d6 damage dealt by lightning bolt attack;
- Takes 4 weeks per 1d6 damage dealt by lightning storm.
- Celestial Iron (2lb): Ignores demons natural damage reduction.
- Storm Winds (Gloves, staff, wand): Allows the wearer to create windstorms, wind gust and/or increase a fly speed (If they have one).
- (Windstorm)
- Takes 1 week per -1 penalty applied to ranged attacks in a small area (10 targets), maximum penalty is equal to Will mod;
- Takes 5 weeks to increase size of the windstorm to medium (100 targets);
- Takes 10 weeks to increase size of the windstorm to large (500 targets).
- (Wind Gust)
- Takes 1 week to create a wind gust that require a Str check to avoid going flying (DC 5) or being stopped (DC 10);
- Takes 1 week to increase the DC’s by 1, to a maximum increase equal to Will mod.
- Celestial Iron (1lb): Demons affected take damage (more if blown away).
- (Fly Speed)
- Takes 5 weeks to double fly speed;
- Takes 10 weeks to multiply fly speed by 5;
- Takes 20 weeks to multiply fly speed by 15;
- Takes 30 weeks to multiply fly speed by 20;
- Takes 40 weeks to multiply fly speed by 25.
- Ride the Lightning (Any): The wearer reduces the additional cost of Divine Energy to teleport them with Ride the Lightning (to a minimum of 0).
- (Paladin)
- Blessed Health (Armour, shirt etc): The wearer gains immunity to non-magical disease and/or poison.
- Takes 2 weeks to grant disease immunity;
- Takes 3 weeks to grant poison immunity.
- Celestial Iron (1lb+; depends on base object): Protects against magical diseases/poisons that originate from demons.
- Divine Shield (Any): Wearer gains bonus to resist magic.
- Takes 1 week per +1 bonus applied to willpower for resisting magic, maximum bonus is equal to Will mod.
- Celestial Iron (1lb): Bonus is multiplied by 1.5 against demons.
- Smite (Weapon): Weapon deals additional damage against evil or magical foes including (but not limited to) demons and undead.
- Takes 1 week per +2 bonus applied to damage, maximum bonus is equal to twice Will mod.
- Celestial Iron (varies): Bonus damage is doubled against demons.
- (Armour)
- Spell Turning: A limited number of hostile spells/day targeted at the wearer are turned back on the caster.
- Takes 5 weeks per spell/day.
- Stoneskin: Wearer gains increased damage reduction.
- Takes 2 weeks per 1 extra Damage Reduction, maximum additional damage reduction is equal to Will mod
- Celestial Iron (varies): Damage reduction is doubled against demons natural attacks and demon-empowered weapons.
- Water Breathing: Wearer can breathe underwater.
- Takes 1 week.
- (Weapons)
- Banishment: Extraplanar creatures struck by your weapon may be banished back to their own plane.
- Takes 20 weeks
- Celestial Iron (varies): Demons Will DC to resist banishing is 10 higher.
- (General)
- Dimensional Anchor (manacle): Wearer cannot teleport.
- Takes 4 weeks.
- Detect Scrying (any small object): Alerts wearer if someone uses scry on them.
- Takes 2 weeks.
- Resilient Sphere (marble, one-use item): Can be thrown at target, traps target in a resilient sphere.
- Takes 1 day.
- Seeming (Hat of Disguise): Wearer can appear to be someone else.
- Takes 2 weeks.
- Telepathic Bond (hat or necklace): Allows wearer to communicate with others wearing similar items.
- Takes 1 week.
- Whispering Wind (Metal circle, coin-sized): Allows use of Whispering Wind at will.
- Takes 2 days.
- Teleport (Square Stone, 2ft across): Anyone stepping onto the stone and uttering the command word is teleported to a another Teleport Stone. These stones typically come in pairs.
- Takes 4 weeks per pair
- Thunderclap (stick, one-use item): Has the same effect as Thunderclap.
- Can make 5/day.
- (Artefacts)
- Artefacts are normally made according to a single, unchanging design.
- Specifics of an Artefacts design can be changed, resulting in a new artefact design, but typically cost more Deific Power to do so.
- (General Artefacts)
- Cloak of the Forest King
- This cloak appears as an ankle-length cloak made out of leaves of all types.
- The Cloak provides the following bonuses:
- Damage reduction 10
- Magic Resistance 8 (+8 to rolls to resist magic)
- +4 increase to Strength, Agility and Constitution
- +50 Hit Points
- +50 Divine Energy
- +5 to all Willpower rolls when using Druid Spells
- +20 to Stealth rolls in forest or woodland locations
- Can use the following abilities at will:
- Everlasting Forest: The wearer can negate damage suffered by spending Divine Energy as a reflexive action. For every 1 point of Divine Energy spent, 5 points of damage are negated.
- All the Powers of Nature: The wearer can boost druid spells much more effectively, every 1 point of divine energy spent to increase the power of a druid spell counts as two.
- Blade Leaves: The leaves of the cloak become sharp and blade like. The cloak can be used to make melee attacks for 1 divine energy/attack, or ranged attacks for 3 divine energy/attack – firing leaves at foes within 100ft. Melee attacks deal 3d6 damage plus the wearer willpower modifier; ranged attacks 6d6 damage plus the wearer willpower modifier.
- Takes 26 weeks and 25 Deific power to make
- (Life Artefacts)
- Waters of Life
- - 20 uses, 1 use regenerates every year.
- - Appears as a crystalline phial filled with shimmering crimson water - as it is an artefact, it is nearly indestructible.
- - If applied to the skin: restores youth and vitality; makes the user more beautiful, vibrant, full of life, etc - this effect lasts for 1d10 centuries with each application, cannot be applied while an application is still active.
- - If sprinkled on a corpse, ashes or fertile earth while thinking of an individual, functions as Deific True Resurrection using the creator's Willpower at the time of creation if an opposed roll is necessary.
- - Anyone resurrected through use of this artefact, if undead in a way that would ordinarily prevent resurrection at the time, immediately has their undead self destroyed and is returned to true life.
- - If drunk, instantaneously cures any disease or poison, magical or otherwise; Deific diseases can be fought against by the imbiber's body after one dose or cured entirely by a subsequent dose within the hour.
- - If splashed on an undead, the undead is instantaneously destroyed* unless they expend (1/20th the maximum Deific Power of the creator) or possess some equivalent resource or alternative (cost remains).
- - While under the effects of this artefact (such as by applying it to the skin), the user cannot be turned undead through any means below expenditure of Deific Power (1/20th the maximum Deific Power of the creator as the cost required to overpower).
- *In the case of lichs or other undead that resurrect from some other point where destroying their body will not kill them in truth, it multiplies the time required for them to resurrect by 25.
- Takes 52 weeks and 50 Deific power to make
- Verdurous Cloak
- - Appears to be a very well-made, though otherwise quite plain, forest green cloak - as an artifact, it is nearly indestructible.
- - Provides +125 to max HP, +10 to ranged defences, and +5 to melee defences and DR for it's wearer.
- - Provides pseudonatural (i.e. can heal damage that can normally only be recovered through natural healing but is not considered natural healing for effects that rely on or modify it) regeneration equal to 5 HP/round.
- - Once every three days at most, if the wearer expires, this cloak disappears and their body dissolves into mist, though any other worldly possessions are left behind; three hours later, in the nearest safe location on fertile soil (across planes if need be), a tree (exact type dependent upon personality of wearer) bursts from the ground, cracking open to reveal the wearer, complete with cloak, hale and hearty but otherwise naked and covered in tree sap. Capturing the mist does not prevent this effect, that's just for show.
- Takes 26 weeks and 25 Deific power to make
- XP (1118/1160 spent)
- 24 General XP unspent
- 8 Angelic XP unspent
- 10 Paladin XP unspent
- XP record
- Hitpoints +2 -2XP
- Divine Energy +20 –20XP
- Abilities
- Strength +2 -4XP
- Agility +2 -2XP
- Constitution +1 -2XP
- Intelligence +2 -4XP
- Fellowship +4 -14XP
- Willpower +4 -12XP
- Skills
- Commander 1 -2XP
- Negotiator 5 -10XP
- Investigator 4 -8XP
- Parenting 2 -2XP
- Paladin
- Blessed Health 3 -21XP
- Sculpted Life -6XP
- Root of All Life (& Expansion) -9XP
- Divine Shield 2 -10XP
- Divine Warrior 3 -30XP
- Titan's Endurance -10XP
- Titan's Strength -10XP
- Doctrine of Velya 2 -9XP
- Giants Strength -10XP
- Giants Endurance -10XP
- Healing Touch 5 -35XP
- Heavens Rebirth -8XP
- Reform Demon -8XP
- Sanctuary 5 -66XP
- Adaptive Sanctuary -6XP
- Fecund Sanctuary -6XP
- Warded Sanctuary -6XP
- Smite 2 -10XP
- Angelic
- Angels Lantern 5 -36XP
- Arcane Spell Lantern -4XP
- Eclipsing Light -4XP
- Hardened Lantern -4XP
- Two Eyes -4XP
- Angelic Language -4XP
- Angelic Magic 5 -24XP
- Angelic Brilliance 5 -10XP
- Angelic Charm 5 -10XP
- Angelic Might 5 -15XP
- Angelic Regeneration 5 -3XP
- Angelic Speed 5 -15XP
- Angels Sight 3 -17XP
- See the Flow -5XP
- See the Unseen -5XP
- Thousand Eyes of Judgement -4XP
- Angels Fire 3 -18XP
- Seeking Fire -6XP
- Healing Fire -6XP
- True Angelic Magic -6XP
- Life Sight -5XP
- See Through The World -5XP
- See Through Deception -5XP
- Purifying Burst -4XP
- Lanterns Blast -4XP
- Lanterns Beam -4XP
- Divine Spell Lantern -4XP
- Purifying Beam -4XP
- Angelic Toughness 5 -9XP
- Angel Voice 3 -28XP (First rank purchased twice)
- Apotheosis -20XP
- Soul of Light 5 -75XP
- Imbue Holy Magic Item -8XP
- Create Celestial Iron -15XP
- Halo 3 -24XP
- Storm
- Call Down the Thunder to Me -8XP
- Calm as a Summer's Breeze, Furious as a Raging Storm -8XP
- Control Storm -8XP
- Eye of the Storm -8XP
- Lightning Halo -8XP
- Lightning Mastery 3 -24XP
- Lightning Immunity -8XP
- Intense Lightning (Lightning Storm) -8XP
- Intense Lightning (Lightning Bolt) -8XP
- Massive Lightning Storm 3 -24XP
- Storm Winds 3 -24XP
- Summon Storm -4XP
- Draconic
- Aspect of the Dragon 3 -25XP
- Breath Weapon -10XP
- Dragon Magic 1 -5XP
- Huge Dragon Form -10XP
- Seraphic Dragon -6XP
- Other
- Mystical Martial Art: Living Storm (5) -60XP
- Sorcery
- Sorcerer Magic 2 -6XP
- Sorcerer Magic 3 -9XP
- Sorcerer Magic 4 -12XP
- Sorcerer Magic 5 -15XP
- Forge Magic Arms and Armour -10XP
- Create Other Magic Item -10XP
- Selective Spell -4XP
- Consecrate Spell -1 GXP
- 12 level 1 spells -3XP
- 4 level 1 N-spells -1XP
- 13 level 2 spells -5XP
- 1 level 2 spells to R -2XP
- 13 level 3 spells -8XP
- 2 level 3 N-spells -1XP (1 unpurchased)
- 11 level 4 spells -8XP
- 10 level 5 spells -11XP
- Remove (E) from Break Enchantment -3XP
- Remove (E) from Teleport -3XP
- Teleport to (R) -2XP
- Disjunction to (R) -2XP
- Spell Turning to (R) -2XP
- Antimagic Field to (R) -2XP
- Divine XP spent upon allies -7XP
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