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ParasiteEveQuest

Joyful Paladin Rules

Jun 28th, 2014
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  1. Joyful Paladin Rules
  2.  
  3. Posting Rules
  4.  
  5. i) Voting lasts for 10 minutes after the QM posts the options. Voting time limit may be extended at QM discretion if there is a lot of discussion or vote changing in the light of a question asked of the QM, or votes changing due to write-in or other factors.
  6.  
  7. i-a) Vote times for OP votes will be 15 minutes, not 10.
  8. i-b) The QM reserves the right to call votes earlier than 10 minutes if one option is winning with a clear and obvious majority.
  9. i-c) The QM my at his discretion call for votes with a shorter voting period (typically 5 minutes). If he does, then a post outlining the options will be posted, approximately 10 minutes will be allowed for discussion then a further post will be used to start the vote. Votes will count until the vote is officially called. This is to allow discussion of options to allow players to consider before voting. This is the default vote option for Gifts.
  10.  
  11. ii) FD will be used only if a vote is too tangled to call due to vote nesting or other issues.
  12.  
  13. iii) In the event of a tie, I decide.
  14.  
  15. New posting rules may be added as required.
  16.  
  17. Game Rules
  18. This Quest system is a d20 variant.
  19.  
  20. Strength: this affects how strong you are- allowing you to perform feats of strength and deal additional damage in combat.
  21. Agility: How dexterous and able to dodge you are. It also affects your finesse on delicate work.
  22. Constitution: How well you can take a hit or how long you can perform physically difficult tasks for.
  23. Intelligence: How smart you are and how well you apply it
  24. Willpower: How well you channel magical energy, and resist it.
  25. Fellowship: How well you get along with and interact with others.
  26.  
  27. Hit Points: How healthy you are, how much you can avoid damage, as long as you have at least 1 you’ll be ok, 0 is unconscious and negative hit points equal to half-constitution or greater is dead. You naturally heal 1 hit point per day.
  28.  
  29. Divine Energy: How much godly power your body can handle before you start hurting yourself. Once you run out of Divine Energy you can keep using powers, but they cost you hit points instead. You cannot heal this damage with magic, it has to heal naturally. Divine Energy fully recovers every day.
  30.  
  31. Arcane Energy: How much Arcane Energy a mage can handle, attempting to use magic at 0 Arcane Energy is possible, but Perils of Arcane Magic requires one less 1 to be rolled (i.e. a single 1, instead of two 1’s).
  32.  
  33. DICE
  34.  
  35. Natural 1 and Natural 20
  36.  
  37. A single 1 is of no consequence, it’s just a number and has no special effect.
  38. If 2 out of 3 rolls are 1’s then the action is an automatic failure and may have other negative consequences.
  39. Three 1’s indicate catastrophic failure.
  40.  
  41. A 20 is a great roll! But it’s just a number and confers no special bonuses.
  42. Two 20’s are an automatic success and may have additional (beneficial) effects.
  43. Three 20’s are as good as it gets and will always include a special bonus/effect of some kind.
  44.  
  45.  
  46. XP COSTS
  47.  
  48. Stats
  49.  
  50. Raising a stat by 1 costs 1 XP, to a maximum stat of 12.
  51. Once you’re at 12 raising a stat by 1 costs 2 XP, to a maximum stat of 14.
  52. Once you’re at 14 raising a stat by 1 costs 3 XP, to a maximum stat of 16.
  53. Once you’re at 16 raising a stat by 1 costs 4 XP, to a maximum stat of 18.
  54.  
  55. 18 is the stat limit for humans
  56.  
  57. Based upon your half-angel heritage (and other stuff) your Fellowship limit is 20, Willpower limit is 22, Strength, Agility and Constitution is 19 (same costs as raising a stat above 16)
  58.  
  59. Primary Stats cost 1XP less per point purchased
  60. Tertiary Stats cost 1XP more per point purchased
  61.  
  62. Unless specified otherwise, characters use the standard ability score limits and costs, see Adventuring Party Rules for more info.
  63.  
  64. Hit Points, Arcane Energy, Primordial Energy and Divine Energy
  65.  
  66. All cost 1XP per point purchased until you double your base points, then the cost rises to 2XP per point; at triple base the cost rises to 3XP per point, and so on. Bases may change in future.
  67.  
  68. Skills
  69.  
  70. Skills cost 2XP per rank, each rank offers a +2 bonus to relevant rolls
  71.  
  72. Some Skills, tagged ‘Expertise’ have a very wide focus, and cost double the usual XP
  73. Some Skills, tagged ‘Niche’ have a very narrow focus, and cost half the usual XP
  74.  
  75. Current skills available
  76.  
  77. Expertise
  78. Melee Training: melee combat rolls
  79. Ranged Combat: all ranged combat rolls
  80. Studied: all knowledge checks
  81.  
  82. Ordinary Skills
  83. Combat
  84. Halberd Training: combat rolls using halberds
  85. Knife Fighting: combat rolls using knives
  86. Longsword Fighting: combat rolls using longswords
  87. Shortsword Fighting: combat rolls using shortswords
  88. Sneak Attack: deals extra damage to flanked or surprised foes. Reduced penalty to target locations against flanked of surprised foes.
  89. Two-Weapon Fighting: bonus to hit when using two weapons, representing the chance of at least one of her attacks hitting. And has a chance of dealing double damage.
  90. Unarmed Combat: adds to combat rolls and damage with unarmed attacks
  91.  
  92. Social
  93. Commander: ordering foes to surrender, giving orders to allies
  94. Deception: lying, disguise
  95. Intimidate: inspiring fear
  96. Negotiator: diplomacy, negotiation, and persuasion
  97. Taunt: distracting, feinting and enraging foes
  98.  
  99. Other
  100. Athletics: climbing, jumping, swimming, athletic feats
  101. History Knowledge: all history knowledge checks
  102. Investigator: adds to investigative rolls, rolls to discover secrets
  103. Magic Knowledge: all magic knowledge checks
  104. Medicine: all non-magical healing checks
  105. Stealthy: rolls to sneak
  106.  
  107. Niche
  108.  
  109. Other
  110. Parenting: rolls involving managing children
  111. [Ability] Skill: pick a single power, roll applies to all d20 checks using this power.
  112.  
  113. Feats
  114. Feats are similar to skills, being purchased in levels. Feats typically cost 4XP per level and offer different benefits at each level. Feats sometimes require a character has a particular skill or ability score, or other prerequisite.
  115.  
  116. Cleave
  117. You are able to deal additional damage and hit multiple foes when using two-handed weapons (including polearms).
  118. Cleave can be used at levels 1-3 with one-handed weapons, but requires the wielder to have a Strength score 2 higher than that required to purchase Cleave.
  119. To get the benefit from Cleave you need to have a level in the appropriate weapons skill equal to or greater than the level of Cleave you are using.
  120. Cleave 1: You deal +2 extra points of damage with applicable weapons and can hit two adjacent foes with a single attack.
  121. Requires: Strength 13
  122. Cleave 2: The extra damage you deal rises to +4; you can hit two adjacent foes with a single attack.
  123. Requires: Strength 15
  124. Cleave 3: The extra damage you deal rises to +6; you can hit three adjacent foes with a single attack.
  125. Requires: Strength 17
  126. Cleave 4: The extra damage you deal rises to +8; you can hit three adjacent foes with a single attack.
  127. Requires: Strength 19
  128. Cleave 5: The extra damage you deal rises to +10; you can hit four adjacent foes with a single attack.
  129. Requires: Strength 21
  130.  
  131. Dodge
  132. You are skilled at avoiding being hit in a fight.
  133. Dodge 1: You add +2 to your melee and ranged defence.
  134. Requires: Agility 11
  135. Dodge 2: The bonus to your melee and ranged defence rises to +4.
  136. Requires: Agility 13
  137. Dodge 3: The bonus to your melee and ranged defence rises to +6.
  138. Requires: Agility 15
  139. Dodge 4: The bonus to your melee and ranged defence rises to +8.
  140. Requires: Agility 17
  141. Dodge 5: The bonus to your melee and ranged defence rises to +10.
  142. Requires: Agility 19
  143.  
  144. Flurry
  145. When you see an opening you can launch a flurry of blows, dealing extra damage.
  146. This feat only activates on a high natural attack roll.
  147. This feat can only be used with one-handed melee weapons.
  148. Flurry 1: When you roll a 20 on an attack your attack deals +4 extra points of damage.
  149. Requires: Agility 11
  150. Flurry 2: You deal extra damage on a 19 or 20, the extra damage increases to +8.
  151. Requires: Agility 13
  152. Flurry 3: You deal extra damage on an 18, 19 or 20, the extra damage increases to +12.
  153. Requires: Agility 15
  154. Flurry 4: You deal extra damage on a 17, 18, 19 or 20, the extra damage increases to +16.
  155. Requires: Agility 17
  156. Flurry 5: You deal extra damage on a 16, 17, 18, 19 or 20, the extra damage increases to +20.
  157. Requires: Agility 19
  158.  
  159. Rapid Shot
  160. You are able to fire a flurry of arrows (or throw a hail of thrown weapons) to great effect.
  161. You need to have Ranged Combat Training at a level equal to or greater than Rapid Shot to use it.
  162. Rapid Shot 1: On a ranged attack you can fire 1 extra arrow (or use an extra thrown weapon) to deal an extra +3 damage.
  163. Rapid Shot 2: On a ranged attack you can fire 3 extra arrows (or use 3 extra thrown weapons) to deal an extra +9 damage and hit two targets with a single attack, the targets must all be close to one another (no more than 5ft between each target).
  164. Rapid Shot 3: On a ranged attack you can fire 4 extra arrows (or use 4 extra thrown weapons) to deal an extra +12 damage and hit two targets with a single attack, the targets must all be close to one another (no more than 5ft between each target)
  165. Rapid Shot 4: On a ranged attack you can fire 6 extra arrows (or use 6 extra thrown weapons) to deal an extra +18 damage and hit three targets with a single attack, the targets must all be close to one another (no more than 5ft between each target)
  166. Rapid Shot 5: On a ranged attack you can fire 7 extra arrows (or use 7 extra thrown weapons) to deal an extra +21 damage and hit three targets with a single attack, the targets must all be close to one another (no more than 5ft between each target)
  167.  
  168. Toughness
  169. You are able to take more punishment before being out of the fight.
  170. Toughness 1: You gain 5 extra hit points.
  171. Requires: Constitution 11
  172. Toughness 2: The number of extra hit points you have from toughness rises to 10.
  173. Requires: Constitution 13
  174. Toughness 3: The number of extra hit points you have from toughness rises to 15.
  175. Requires: Constitution 15
  176. Toughness 4: The number of extra hit points you have from toughness rises to 20.
  177. Requires: Constitution 17
  178. Toughness 5: The number of extra hit points you have from toughness rises to 25.
  179. Requires: Constitution 19
  180.  
  181. Magic Feats
  182. Magic Feats are feats like any other, except they modify or affect magic, and their XP cost tends to vary more.
  183.  
  184. Stilled Spell: Removes the penalty for casting whilst bound or otherwise unable to move. Costs 2XP/level
  185. Level 1: First-level spells can be cast without penalty whilst bound. Requires Willpower 11.
  186. Level 2: Second-level spells can be cast without penalty whilst bound. Requires Willpower 13.
  187. Level 3: Third-level spells can be cast without penalty whilst bound. Requires Willpower 15.
  188. Level 4: Fourth-level spells can be cast without penalty whilst bound. Requires Willpower 17.
  189. Level 5: Fifth-level spells can be cast without penalty whilst bound. Requires Willpower 19.
  190.  
  191. Silenced Spell: Removes the penalty for casting whilst gagged or unable to speak. Costs 2XP/level
  192. Level 1: First-level spells can be cast without penalty whilst gagged. Requires Willpower 11.
  193. Level 2: Second-level spells can be cast without penalty whilst gagged. Requires Willpower 13.
  194. Level 3: Third-level spells can be cast without penalty whilst gagged. Requires Willpower 15.
  195. Level 4: Fourth-level spells can be cast without penalty whilst gagged. Requires Willpower 17.
  196. Level 5: Fifth-level spells can be cast without penalty whilst gagged. Requires Willpower 19.
  197.  
  198. [PURCHASED] 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.
  199. If the spell deals damage, half that damage (rounded down) results from positive divine power and applies itself as holy damage.
  200. This adds two additional Arcane Energy to the spell's cost.
  201. 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.
  202. This costs 5XP to learn; The XP reduction to learning spells from Angelic Magic can be used to reduce this cost.
  203. Requires: Ability to cast intermediate (3rd level) spells
  204.  
  205. Corrupt Spell: A spell modified with this ability gives off a small surge of demonic magic or negative divine magic and is more difficult for non-evil creatures to resist. If the spell deals damage, half that damage (rounded down) results from demonic or negative divine power and applies itself as unholy damage.
  206. This adds two additional Arcane Energy to the spell's cost.
  207. Only divine casters in the service of an evil god/goddess or those who draw their powers from demonic sources can use this feat.
  208. This costs 5XP to learn; The XP reduction to learning spells from Demonic Magic can be used to reduce this cost.
  209. Requires: Ability to cast novice (2nd level) spells
  210.  
  211. [PURCHASED] 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. Costs 4XP to learn.
  212. Cannot be applied to Disjunction.
  213. This adds two additional Arcane Energy to the spell's cost per creature excluded.
  214.  
  215. SIREYI POWERS
  216.  
  217. Paladin Powers
  218.  
  219. First rank costs 5 XP
  220. Second rank costs 10 XP
  221. Third rank costs 15 XP
  222. Bonus powers listed under a power cost 10 XP
  223.  
  224. Some powers have altered powers based upon you being a virgin or half-angel.
  225.  
  226. Favoured of Velya: XP costs for powers tagged ‘Favoured of Velya’ reduce the XP costs to:
  227.  
  228. First rank costs 3 XP
  229. Second rank costs 6 XP
  230. Third rank costs 12 XP
  231. Bonus powers listed under a power cost 6 XP
  232.  
  233. Favoured of Konig do the same for Paladins of Konig – of which you are not one.
  234.  
  235. Deific Expansion: Some powers have additional levels that can now be purchased. These cost the following XP
  236. Fourth Rank costs 20 XP
  237. Fifth Rank costs 25 XP
  238.  
  239. Discounts from favoured powers do not apply. In addition these levels can only be activated by spending Deific Power (1 for Rank 4; 2 for Rank 5). Deific Power spent to activate these higher levels is considered invested in the power until Sireyi choses to withdraw it. A higher rank power cannot be used without invested Deific Power and invested Deific Power cannot be regained until withdrawn from the power. Invested Deific Power gives you full access to the power in question.
  240.  
  241. Battle Mastery: Bonus to all combat rolls, partially ignores targets DR. Favoured of Konig.
  242. Rank 1 - +3 to all combat rolls, ignore 2 points of DR.
  243. Costs 1 Divine Energy to use, every 3 extra points of Divine Energy used increases the bonus to combat rolls by 1 and the DR ignored by 1. Lasts for entire combat
  244. Rank 2 - +5 to all combat rolls, ignore 4 points of DR.
  245. Costs 1 Divine Energy to use, every 2 extra points of Divine Energy used increases the bonus to combat rolls by 1 and the DR ignored by 1. Lasts for entire combat
  246. Rank 3 - +7 to all combat rolls, ignore 6 points of DR.
  247. Costs 1 Divine Energy to use, every 1 extra point of Divine Energy used increases the bonus to combat rolls by 1 and the DR ignored by 1. Lasts for entire combat
  248. [Deific Expansion]
  249. Rank 4 – Gain a 4th d20 roll of a 20 added to all combat rolls, making success extremely likely and critical successes more likely. Costs 5 Divine Energy to use.
  250. Rank 5 – ignore all damage reduction for a single attack. Costs 5 Divine Energy to use.
  251.  
  252. Blessed Health: Diseases mean little to you, and as a follower of Velya you gain an additional ability. Favoured of Velya
  253. [PURCHASED] Rank 1 - You are immune to non-magical diseases, you can choose to become pregnant (or not) when the....opportunity arises.
  254. [PURCHASED] Rank 2 - You are immune to non-magical diseases and non-magical poisons; you can choose to become pregnant (or not) when the....opportunity arises; you can accelerate or suspend a pregnancy in yourself or others using your divine power. Suspending a pregnancy costs 5 Divine Energy – this cannot be regained until the pregnancy ends. Accelerating a pregnancy reduces the gestation time by 1 week per Divine Energy spent, to a minimum time of 13 weeks (humans) – this cannot be regained until the pregnancy resumes.
  255. [PURCHASED] 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.
  256. [Deific Expansion]
  257. Rank 4 – You gain complete immunity to all poisons and diseases, even those created by gods only have a temporary effect upon you, the cost in Divine Energy to use Blessed Health or any of its subsidiary powers is reduced to one-half of the base cost.
  258. Rank 5 – The cost in Divine Energy to use Blessed Health or any of its subsidiary powers is reduced to one-fifth of the base cost, and is no longer invested.
  259.  
  260. Blessed Toughness: You are far tougher than normal, increasing your hit points by 10. You may select this power multiple times, its effects stack. Requires Blessed Health 1. Blessed Toughness’ XP is cost is 3
  261.  
  262. [PURCHASED] 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
  263. [PURCHASED] 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.
  264.  
  265. [PURCHASED] 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
  266.  
  267. Wellspring of Life: You can carry multiple pregnancies, you may spend an extra 5 Divine Energy per extra pregnancy carried. You can become pregnant whilst already pregnant when using this power, if you do so then all offspring are born at the same time, using the longest term pregnancy. Divine Energy spent upon this cannot be regained until the pregnancy is over. Requires Blessed Health 2
  268.  
  269. Divine Shield: You have an innate and constant resistance to magic.
  270. Virgin: The bonus to resist magic is doubled against magical attempts to force you into sexual activity, or to inspire feelings of lust or sexual desire in you.
  271. Half-Angel: The bonus to resist magic is multiplied by 1.5 against demon magic.
  272. [PURCHASED] Rank 1 - it’s hard for wizards or other magic users to affect you, +4 to Will rolls to resist magic, +4 to defences vs magical attacks.
  273. [PURCHASED] 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.
  274. Rank 3 - Only powerful wizards or other magic users can affect you, +12 to Will rolls to resist magic, +12 to defences vs magical attacks.
  275. [Deific Expansion]
  276. Rank 4 – You can negate any magical assault on you by spending 5 divine energy. Magical attacks from gods require 10 divine energy (and they may have their own powers that allows them to overcome this).
  277. Rank 5 – You can reflect any magical assault on you back at the caster by spending 5 divine energy. Magical attacks from gods require 10 divine energy (and they may have their own powers that allow them to overcome this).
  278.  
  279. Area Divine Shield: Nearby Allies benefit from your Divine Shield, at a rating equal to your Divine Shield-1. Requires Divine Shield 2
  280.  
  281. Divine Warrior: Your Goddess has blessed you with supernatural strength, speed and toughness.
  282. [PURCHASED] Rank 1 - You add +2 Strength, +2 Constitution and +2 Agility, and lighter weapons barely break your skin (DR 2)
  283. [PURCHASED] Rank 2 - You add +3 Strength, +3 Constitution and +3 Agility, and most weapons barely break your skin (DR 4)
  284. [PURCHASED] Rank 3 - You add +4 Strength, +4 Constitution and +4 Agility, and even heavy weapons barely break your skin (DR 6)
  285. [Deific Expansion]
  286. Rank 4 – Strength, Agility and Constitution bonuses rise to +8 and damage reduction to 8; the XP cost of all weapon and combat skills and feats is reduced to one-half (minimum of 1 per level purchased).
  287. Rank 5 – Strength, Agility and Constitution bonuses rise to +15 and damage reduction to 10; the XP cost of all weapon and combat skills and feats is reduced to one-fifth (minimum of 1 per level purchased).
  288.  
  289. Blessed Toughness: You are far tougher than normal, increasing your hit points by 10. You may select this power multiple times, its effects stack. Requires Divine Warrior 1. Blessed Toughness’ XP is cost is 5
  290.  
  291. [PURCHASED] 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. Requires Divine Warrior 1.
  292.  
  293. [PURCHASED] Giants Strength: your strength increases to monstrous levels. You gain a bonus to your strength of 4 + twice your degree in Divine Warrior. Requires Divine Warrior 2.
  294.  
  295. [PURCHASED] 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:
  296. 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.
  297. Remain Awake: 3DE for 1 week +1DE per additional week. Cannot recover Divine Energy whilst doing so.
  298. 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.
  299. 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 seige engines. 5DE.
  300. 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.
  301. Withstand Magical Attack: the cost is as per a non-magical attack of the same size +2DE
  302.  
  303. [PURCHASED] 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:
  304. Ignore Non-Magical Damage Reduction (3DE)
  305. Ignore Magical Damage Reduction (5DE)
  306. Ignore a Gods Damage Reduction (10DE)
  307. Break Down Normal-Sized Door (3DE)
  308. Break Down Castle Gates (5DE)
  309. Break a hole in a wall (5DE)
  310. Break down a large section of a wall - typically a 20ft or longer section (10DE)
  311. Requires Divine Warrior 3
  312.  
  313. 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.
  314. 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.
  315. Multiple violations of prohibited actions may draw the attention of Velya or one of her angelic servants.
  316. Favoured of Velya.
  317.  
  318. [PURCHASED] Rank 1 – Gain 12 Divine Energy. Pick 2 prohibited actions from the list below. Once chosen these cannot be changed.
  319. [PURCHASED] Rank 2 – Extra Divine Energy rises to 24. Pick 1 additional prohibited action from the list below.
  320. Rank 3 – Extra Divine Energy rises to 36. Pick 1 additional prohibited action from the list below.
  321. Prohibited actions: (Life) Refuse to accept surrender; (SELECTED) create undead; kill a captured foe without attempting to redeem them first;
  322. (Joy) (SELECTED)Obstruct true love (yours or others); inspire despair, fear or anger;
  323. (Peace) initiate combat; (SELECTED) fail to seek a peaceful solution to a conflict.
  324. [Deific Expansion]
  325. Rank 4 – You gain additional Divine Energy equal to 2 times your current (unspent) Deific Power. You decide your own Prohibited actions – consistent with your views and beliefs, these must be actions you are capable of taking. It is no longer the Doctrine of Velya, but of Sireyi.
  326. Rank 5 – The additional Divine Energy rises to 5 times your current Deific Energy but violating your Prohibited actions results in loss of some of your powers until you feel you have atoned for your sins.
  327.  
  328. Iron Doctrine: You multiply the bonus Divine Energy from Doctrine of Velya by 1.5. If you take a prohibited action you lose access to the additional Divine Energy for 1 month instead of one week.
  329. Requires Doctrine of Velya 1
  330.  
  331. Adamantine Doctrine: You multiply the bonus Divine Energy from Doctrine of Velya by 3. If you take a prohibited action you lose access to the additional Divine Energy for 1 year instead of one week. Replaces Iron Doctrine. You must pick an additional prohibited action when selecting Adamantine Doctrine.
  332. Requires Doctrine of Velya 2, at least one prohibited action from each of life, joy and peace.
  333.  
  334. Healing Touch: You can channel your divine power to heal others with a touch. Favoured of Velya
  335. [PURCHASED] Rank 1 - You can heal moderate injuries; costs 1 Divine Energy to heal 3HP, every extra point of Divine Energy used increases the amount healed by 1.
  336. [PURCHASED] Rank 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.
  337. [PURCHASED] 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.
  338. [Deific Expansion]
  339. [PURCHASED] Rank 4 – You fully heal the target by spending 3 Divine Energy.
  340. [PURCHASED] 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.
  341.  
  342. Ranged Heal: You can use Healing Touch on allies within 60ft, without an increase in cost. Requires Healing Touch 2.
  343.  
  344. Mass Heal: You can use Healing Touch on all nearby allies simultaneously. Requires Healing Touch 3, Ranged Heal.
  345.  
  346. Holy Weapon: The Paladin can transform any weapon into a magical one. Favoured of Konig.
  347. Rank 1 - The weapon has a +2 bonus to hit and a +3 bonus to damage but no special powers.
  348. Costs 1 Divine Energy to use, every 3 extra points of Divine Energy used increases the bonus to hit and damage by 1. Lasts for entire combat
  349. Rank 2 - The weapon has a +4 bonus to hit and a +6 bonus to damage and has 1 special power (see below).
  350. Costs 2 Divine Energy to use, every 2 extra points of Divine Energy used increases the bonus to hit and damage by 1. Lasts for entire combat
  351. Rank 3 - The weapon has a +6 bonus to hit and a +9 bonus to damage and has 1 special power (see below).
  352. Costs 3 Divine Energy to use, every 1 extra point of Divine Energy used increases the bonus to hit and damage by 1. Lasts for entire combat
  353. Special Powers: Holy Weapons can be summoned with special powers, these powers are listed below, powers are chosen when the Holy Weapon ability is used, and can be changed with each activation.
  354. Banishing: Extraplanar creatures struck must succeed at a Will check (DC 10 + Paladins Will bonus + degree in Holy Weapon) or be banished back to their home plane.
  355. Demonbane: Damage bonus is doubled against demons and demon-bloods, can be selected multiple times, multiple selections stack
  356. Dragonbane: Damage bonus is doubled against dragons and dragon-bloods, can be selected multiple times, multiple selections stack
  357. Holy Fire: Those struck are wreathed in holy fire, taking Holy Weapons damage bonus in damage each round for 3 rounds
  358. Undeadbane: Damage bonus is doubled against undead, can be selected multiple times, multiple selections stack
  359.  
  360. Paladins Mount: Your Goddess has called a special animal to bear you on your journeys
  361. Rank 1 - You have a horse that is a fine example of its breed, it has no special powers, yet.
  362. Rank 2 - You have a fantastic or unusual creature such as a Unicorn, Pegasus, Hippogryph or Griffon or other fantasy creature.
  363. Rank 3 - A young Dragon has been called by the Goddess to serve you (pick dragon colour)
  364.  
  365. [PURCHASED] 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.
  366. 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.
  367. This all happens in the space of a few seconds.
  368. If affected by this power the target may be unchanged, or may realise what he did wrong, and seek to atone for his actions.
  369. This power does not force a target to atone; they can choose to try and redeem themselves, or not.
  370. 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.
  371. Because of this Critical Successes and Critfails have no effect with this power.
  372. This power costs 3 Divine Energy; extra Divine Energy spent upon it has no effect.
  373. 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.
  374. This power has no effect on demons or other similar evil magical creatures.
  375.  
  376. [PURCHASED] 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.
  377. 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.
  378. Requires Redeeming Touch, Reform Demon, Willpower 35
  379.  
  380. [PURCHASED] 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.
  381. Extra Divine Energy can be used to overcome this resistance – adding to the Willpower check.
  382. 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.
  383. 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.
  384.  
  385. 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.
  386. 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.
  387. The Sanctuary power treats creatures that detect as evil (such as demons, some types of undead) as evil even if they aren’t evil.
  388. 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.
  389. Virgin: The DC is much higher for evil creatures to enter the sanctuary, however, this increase to the DC disappears after an evil creature successfully enters.
  390. Half-Angel: The DC is higher for demons to enter the sanctuary.
  391. [PURCHASED] Rank 1 – A small area, perhaps 10ft across, doubles natural healing within its area, evil creatures can only enter the area by passing a Hard Willpower roll, evil spells cast into the area take a medium 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 1 Divine Energy.
  392. [PURCHASED] Rank 2 – An area 30ft across, triples natural healing within its area, evil creatures can only enter the area by passing a Very Hard Willpower roll, evil spells cast into the area take a 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 2 Divine Energy.
  393. [PURCHASED] 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.
  394. [Deific Expansion]
  395. [PURCHASED] 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.
  396. [PURCHASED] 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.
  397.  
  398. [PURCHASED] Adaptive Sanctuary: You can vary the effects of your sanctuary in the following ways:
  399. 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).
  400. You may choose at what strength of heritage a demonblooded (or other mortal with evil supernatural heritage) is treated as evil by your sanctuary).
  401. 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.
  402. Once set this lasts until you end the sanctuary or change it.
  403. 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.
  404. 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.
  405. The following options depend upon you having the sanctuary expansion listed.
  406. 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).
  407. Warded: You may designate certain types of weapons as being exempt from the warding effect.
  408. Requires Sanctuary 2
  409.  
  410. [PURCHASED] 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. Requires Sanctuary 1
  411.  
  412. [PURCHASED] 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. Requires Sanctuary 1
  413.  
  414. [PURCHASED] 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.
  415. Requires Sanctuary 2, Lasting Sanctuary
  416.  
  417. [PURCHASED] Warded Sanctuary: The penalty to evil spells cast into the sanctuary is also applied to all ranged and melee attacks into the Sanctuary. Requires Sanctuary 1
  418.  
  419. Wide Sanctuary: The diameter of your sanctuary increases by 100% (i.e. 10ft across to 20ft across for example). This can be selected multiple times, its effects stack. Has no effect on Sanctuary 4 or 5. Requires Sanctuary 1
  420.  
  421. Smite: You can channel your divine power to deal additional damage to your foes, has greater effect upon magical or evil creatures.
  422. Half-Angel: The damage bonus is increased against demons, is base x3, increase is extrax3 per additional DE spent
  423. [PURCHASED] Rank 1 – Damage bonus +4/+8, costs 1 Divine Energy to use, every extra point of Divine Energy used increases the amount of extra damage by +1/+2.
  424. [PURCHASED] 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.
  425. Rank 3 - Large damage bonus
  426. [Deific Expansion]
  427. Rank 4 – Non-divine (or equivalent) evil creatures you strike must make a Con check or die. Costs 5 Divine Energy per use.
  428.  
  429. Area Smite: Your smite attack deals smite damage to all nearby foes, requires Smite 2.
  430.  
  431. Voice of Command: Imbuing your voice with divine authority you can bolster your allies, or chase foes from the battlefield. Using this power requires speaking.
  432. Rank 1 – Nearby allies (10ft or so) increase their Willpower by 10 against fear effects. Your Fellowship rises by 10 when attempting to intimidate or inspire fear. Costs 2 Divine Energy to use.
  433. Rank 2 – Any unit you are attached to gains fear resistance, and the bonus to Willpower rises to 20. With a Fellowship roll you can cause casualties to an enemy unit – representing your foes breaking and fleeing, this is a fear effect. You multiply your Fellowship roll by 2 to determine casualties. Costs 4 Divine Energy.
  434. Rank 3 – Any ally who can hear you gains immunity to fear. You multiply your Fellowship roll by 5 to determine casualties when inspiring fear in the enemy. Costs 6 Divine Energy. Effects of Voice of Command 1 are constant when you have Rank 3.
  435.  
  436. Strident Command: Your voice can be heard across the battlefield. When using Voice of Command you may spend an extra 2 Divine Energy to bolster all allies in the same combat area you occupy, and if attacking enemy units using your voice, you affect all enemy units in the combat area. Requires Voice of Command 2
  437.  
  438. Angelic Powers
  439.  
  440. First rank costs 5 XP
  441. Second rank costs 10 XP
  442. Third rank costs 15 XP
  443. Bonus powers listed under a power cost 10 XP
  444.  
  445. Due to your Deific powers all XP costs are now halved (rounding down) – to a minimum of 1XP per power or power rank.
  446.  
  447. All Angels
  448.  
  449. Angels Lantern: You can summon a flying, semi-sentient orb of light, perhaps an inch across.
  450. [PURCHASED] Rank 1 - The Lantern has the following abilities:
  451. - Flight Speed equal to its creators flight or land speed (whichever is greater);
  452. - Empathic Communication with its creator;
  453. - All allies within 10ft of the lantern gain a +2 bonus to all defences against evil creatures;
  454. - Lantern has a base defence of 20 (+5 Agility, +5 size) and 5 hit points, it can only be harmed by spells or magical weapons, or similar;
  455. - Lantern can fire a burst of light that hits a single target within 100ft, this deals 2d6 damage, halved against non-evil creatures;
  456. - Costs 2 Divine Energy, these points cannot be regained until the Lantern is dismissed.
  457. [PURCHASED] Rank 2 - The Lantern has the following abilities, in addition to Rank 1 abilities:
  458. - Telepathic Communication with its creator;
  459. - 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;
  460. - All allies within 30ft of the lantern gain a +4 bonus to all defences against evil creatures;
  461. - Lantern has 10 hit points;
  462. - Burst of light now deals 4d6 damage plus creators Willpower bonus
  463. - Summoning the lantern no longer takes an action;
  464. [PURCHASED] Rank 3 - The Lantern has the following abilities, in addition to Rank 1 and 2 abilities:
  465. - All allies within 50ft of the lantern gain a +6 bonus to all defences against evil creatures;
  466. - Lantern has 15 hit points;
  467. - Burst of light now deals 6d6 damage plus twice creators Willpower bonus
  468. - The lanterns creator can see and hear what the lantern sees and hears, should he or she choose to, this has no maximum range;
  469. [PURCHASED, Deific] Rank 4 - The Lantern now has the following abilities, in addition to rank 1 - 3 abilities:
  470. - 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;
  471. - Teleportation's range increases to 500 miles per point of Willpower and having to end within 100ft of its creator;
  472. - Teleportation can now bring along a number of creatures equal to its creator's rank in Angels Lantern;
  473. - All allies within 75ft of the lantern gain a +8 bonus to all defences against evil creatures;
  474. - Burst of Light's base range doubles, as do the ranges of all peripherals that can modify Burst of Light's range;
  475. - Burst of Light's base damage increases to 8d6 + Creator Willmod*3;
  476. - The Lantern can no longer be harmed by weak magical weapons or 1st level spells;
  477. - Lantern's base HP increase to 25.
  478. [PURCHASED, Deific] Rank 5 - The Lantern now has the following abilities, in addition to rank 1 - 4 abilities:
  479. - Teleportation's maximum range limitation is removed - so long as it's creator is on the plane, it can teleport to their side;
  480. - 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;
  481. - This plane-shifting effect can also bring along additional creatures, with the same restriction on numbers as Teleportation;
  482. - The Lantern creator's ability to see and hear through their lanterns can now function across planes;
  483. - 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;
  484. - All allies within 100ft of the lantern gain a +10 bonus to all defences against evil creatures;
  485. - Burst of Light's base damage increases to 10d6 + Creator Willmod*4;
  486. - The Lantern can no longer be harmed by magical weapons of moderate power or 2nd level spells;
  487. - The Lantern's base HP increases to 40.
  488.  
  489. Angels Lantern Expansions
  490. These modify the Angels Lantern abilities and cost 8 experience points each.
  491.  
  492. Aura of Judgement: The Lanterns aura discomforts evil creatures. Any evil creature within the lanterns range that fails on a Willpower check upon entering the lanterns aura range (or when the lantern is summoned) takes a penalty to all ability scores equal to the defence bonus the Lanterns aura provides.
  493. Requires: Angels Lantern 1
  494.  
  495. [PURCHASED] 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.
  496. Requires: Angels Lantern 1
  497.  
  498. [PURCHASED] 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.
  499. Requires: Angels Lantern 1
  500.  
  501. [PURCHASED] 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.
  502. Requires: Angels Lantern 1, Arcane Spell Lantern
  503.  
  504. [PURCHASED] Hardened Lantern: The Lantern is more durable, tripling its hit points. It also increases in size to 6 inches across.
  505. Requires: Angels Lantern 1
  506.  
  507. [PURCHASED] 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).
  508. Requires: Angels Lantern 1
  509.  
  510. [PURCHASED] 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).
  511. Requires: Angels Lantern 1
  512.  
  513. [PURCHASED] Purifying Burst: The Lanterns light burst attack deals 1.5 times normal damage against evil creatures, damage against non-evil creatures is unchanged.
  514. Requires: Angels Lantern 1
  515.  
  516. [PURCHASED] 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.
  517. Requires: Angels Lantern 2
  518.  
  519. [PURCHASED] 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.
  520. Requires: Angels Lantern 3, Two Eyes
  521.  
  522. Angels Sight: Your vision is much sharper than normal.
  523. [PURCHASED] Rank 1 – Your vision is perfect for a human and you can easily see long distances, you can see in any lighting short of total darkness or magical darkness.
  524. [PURCHASED] Rank 2 – You can see in total darkness
  525. [PURCHASED] Rank 3 – You can see in magical darkness
  526.  
  527. [PURCHASED] 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). Requires Angel's Sight 3
  528.  
  529. [PURCHASED] See the Flow: You gain a +5 bonus to all Willpower rolls required to dispel magical effects and you constantly see magic as per Arcane Sight – you can suppress this effect at will. Requires Angel's Sight 3
  530.  
  531. [PURCHASED] See the Unseen: You can see the truth in all things. You constantly gain the benefit of True Seeing – you can suppress this effect at will. Requires Angel's Sight 3
  532.  
  533. [PURCHASED] 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. Requires Angels Sight 2
  534.  
  535. [PURCHASED] See Through Deception: You can literally see lies, you add +10 to all Fellowship checks to detect falsehoods. Requires Angels Sight 2
  536.  
  537. [PURCHASED] 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.
  538. Willpower and Fellowship increase by two. Strength, Agility, Constitution and Intelligence maximums increase by two.
  539. Divine Energy and Arcane Energy pools increase by twenty-five.
  540. Hit Points increase by twenty.
  541. 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.
  542. Requires: five angelic powers at third rank; Requires Willpower and Fellowship to be 20 or higher.
  543. Costs: 40 XP
  544.  
  545. Angelic Form has the following effects:
  546. Restores up to 1/3rd of hit points and divine energy;
  547. Increases Willpower and Fellowship by 2;
  548. Adds +1 to any d20 roll to use angelic powers;
  549. Increases Halo's Bonus/Penalty by +1;
  550. Adds +2 to Perception checks;
  551. Adds +1 to magic resistance (+2 to resist evil/demonic magic);
  552. Adds +1 to Defences (+2 against demons or evil/demonic weapons);
  553. Lasts for 5 minutes;
  554. Has a 1 month delay before it can be used again – attempting to use this ability before this period has expired fails.
  555. 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.
  556.  
  557. 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.
  558. This ability costs 10XP for level 1; 20XP for level 2; 30XP for level 3; 40XP for level 4; and 50XP for level 5.
  559. [PURCHASED] Level 1: Changes Angelic Form as follows. This replaces the base benefits.
  560. Restores up to one-half of hit points and divine energy;
  561. Increases Willpower and Fellowship by 4;
  562. Adds +2 to any d20 roll to use angelic powers;
  563. Increases Halo's Bonus/Penalty by +2;
  564. Adds +4 to Perception checks;
  565. Adds +2 to magic resistance (+4 to resist evil/demonic magic);
  566. Adds +2 to Defences (+4 against demons or evil/demonic weapons);
  567. Lasts for 10 minutes;
  568. Delay decreases to 1 week.
  569. 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.
  570.  
  571. [PURCHASED] Level 2: Changes Angelic Form as follows. This replaces the benefits from earlier levels of Soul of Light.
  572. Restores up to three-quarters of hit points and divine energy;
  573. Increases Willpower and Fellowship by 6;
  574. Increases Strength, Agility and Constitution by 2;
  575. Adds +3 to any d20 roll to use angelic powers;
  576. Increases Halo's Bonus/Penalty by +3;
  577. Adds +6 to Perception checks;
  578. Adds +3 to magic resistance (+6 to resist evil/demonic magic);
  579. Adds +3 to Defences (+6 against demons or evil/demonic weapons);
  580. Lasts for 30 minutes;
  581. Delay decreases to 1 day.
  582. 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.
  583.  
  584. [PURCHASED] Level 3:
  585. Fully restores hit points and divine energy;
  586. Increases Willpower and Fellowship by 8;
  587. Increases Strength, Agility and Constitution by 4;
  588. Land movement speed triples;
  589. Adds +4 to any d20 roll to use angelic powers;
  590. Increases Halo's Bonus/Penalty by +4;
  591. Adds +8 to Perception checks;
  592. Adds +4 to magic resistance (+8 to resist evil/demonic magic);
  593. Adds +4 to Defences (+8 against demons or evil/demonic weapons) and your damage reduction increases by 2;
  594. Lasts for 1 hour;
  595. Delay decreases to 6 hours.
  596. 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.
  597. 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.
  598.  
  599. [PURCHASED] Level 4:
  600. Fully restores hit points and divine energy and your hit points and divine energy maximums increase by 50%;
  601. Increases Willpower and Fellowship by 10;
  602. Increases Strength, Agility and Constitution by 6;
  603. Land movement speed is now 5 times normal;
  604. Adds +5 to any d20 roll to use angelic powers;
  605. Increases Halo's Bonus/Penalty by +5;
  606. Adds +10 to Perception checks;
  607. Adds +5 to magic resistance (+10 to resist evil/demonic magic);
  608. Adds +5 to Defences (+10 against demons or evil/demonic weapons) and your damage reduction increases by 4;
  609. Lasts for 6 hours;
  610. Delay decreases to 1 hour.
  611. 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.
  612.  
  613. [PURCHASED] Level 5:
  614. 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;
  615. Once per hour you may full heal & restore divine energy, as per Soul of Light 4.
  616. Increases Willpower and Fellowship by 12;
  617. Increases Strength, Agility and Constitution by 8;
  618. Land movement speed is now 8 times normal;
  619. Adds +6 to any d20 roll to use angelic powers;
  620. Increases Halo's Bonus/Penalty by +6;
  621. Adds +12 to Perception checks;
  622. Adds +6 to magic resistance (+12 to resist evil/demonic magic);
  623. Adds +6 to Defences (+12 against demons or evil/demonic weapons) and your damage reduction increases by 6;
  624. Indefinite duration;
  625. No longer has a delay.
  626. 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.
  627. 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.
  628. At this point you have transformed into a full angel: you can switch between your angelic and mortal (half-angel) form at will.
  629. 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....
  630. 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.
  631. When you change back, you feel guilty about contemplating abandoning your responsibilities, your friends and those you love.
  632.  
  633. Wings of Sublime Fire: You wings are much larger, and in angelic form burst into flame
  634. - In both forms, your wings are now extremely strong and durable, carrying a very faint heat to them even in mortal form. Each wing increases in length by 1m. You can shelter entities under your wings, granting them concealment (50% miss chance against most attacks); attacks which miss them instead strike Sireyi. Entities one or more size categories below Sireyi can be held completely within one of her wings, restraining them and granting them a 100% miss chance against most attacks. Allies sheltered or held within your wings may be brought along on any teleportation effect you use. Wings which shelter allies cannot be used as natural weapons, obviously.
  635. - In mortal form, your wings are capable of bludgeoning your foes and deflecting blades and arrows with little risk, each wing granting +2 to your Defences and a natural attack for 1d10 + Strmod Bludgeoning damage.
  636. - In angelic form, your wings are made of pale golden fire, granting a further +2 to Magic resistance for each wing in addition to the Defence boost and altering your natural attacks to deal 2d6 + Willmod damage, split between Fire and Holy. Allies sheltered under or held within your wings receive the benefits of the following abilities if used on yourself: Healing Touch, Any Healing or Regenerative Spell (Divine, Druidic or Arcane), Acuity of the Highest, Power of the Highest, Anointed Flesh, Angelic Mirror, Angelic Resistance, Unveil. This list may expand.
  637. Requires Seeking Fire, Angels Fire 3, Angelic Form 4
  638. Costs 20XP
  639.  
  640. Angelic Powers (Eladrin)
  641.  
  642. As the descendant of a Eladrin, these powers cost less XP.
  643.  
  644. As the child of a high-ranking Eladrin, Sireyi does not experience the mental changes associated with some eladrin powers.
  645.  
  646. First rank costs 4 XP
  647. Second rank costs 8 XP
  648. Third rank costs 12 XP
  649. Bonus powers listed under a power cost 8 XP
  650.  
  651. Angelic Brilliance: The character is far smarter than normal
  652. [PURCHASED] Rank 1 - +2 bonus to Intelligence, gains 10% more XP than normal
  653. [PURCHASED] Rank 2 - +4 bonus to Intelligence, gains 20% more XP than normal
  654. [PURCHASED] Rank 3 - +6 bonus to Intelligence, gains 30% more XP than normal
  655. [PURCHASED] Rank 4 - +8 bonus to Intelligence, gains 40% more XP than normal
  656. [PURCHASED] Rank 5 - +10 bonus to Intelligence, gains 50% more XP than normal
  657. Mental Change: Each level makes the recipient more logical and calmer.
  658. Each rank costs 5XP (including Eladrin discount)
  659.  
  660. Angelic Charm: The character has far better leadership than normal, and optionally, may become more physically attractive than normal.
  661. [PURCHASED] Rank 1 - +2 bonus to Fellowship, +1 to all Fellowship rolls made for negotiation and diplomacy.
  662. [PURCHASED] Rank 2 - +4 bonus to Fellowship, +2 to all Fellowship rolls made for negotiation and diplomacy.
  663. [PURCHASED] Rank 3 - +6 bonus to Fellowship, +3 to all Fellowship rolls made for negotiation and diplomacy.
  664. [PURCHASED] Rank 4 - +8 bonus to Fellowship, +4 to all Fellowship rolls made for negotiation and diplomacy.
  665. [PURCHASED] Rank 5 - +10 bonus to Fellowship, +5 to all Fellowship rolls made for negotiation and diplomacy.
  666. Mental Change: Each level makes the recipient more empathetic and kind.
  667. Each rank costs 5XP (including Eladrin discount)
  668.  
  669. Angels Magic: As the child of an Eladrin, your mystical powers are particularly strong.
  670. [PURCHASED] Rank 1 - You add +2 Willpower, and gain 10 extra Arcane Energy, you reduce the XP cost of learning new spells by 1.
  671. [PURCHASED] Rank 2 - You add +4 Willpower, and gain 20 extra Arcane Energy, you reduce the XP cost of learning new spells by 2.
  672. [PURCHASED] Rank 3 - You add +6 Willpower, and gain 30 extra Arcane Energy, you reduce the XP cost of learning new spells by 3.
  673. Rank 4 - You add +8 Willpower, and gain 40 extra Arcane Energy, you reduce the XP cost of learning new spells by 4.
  674. Rank 5 - You add +10 Willpower, and gain 50 extra Arcane Energy, you reduce the XP cost of learning new spells by 5.
  675. Each rank costs 5XP (including Eladrin discount)
  676.  
  677. [PURCHASED] Imbue Holy Magic Items: Magic items you create can have angelic or paladin powers built into them.
  678. Requires Angels Magic 2, one or more of Enchant Sorcerous Item, Forge Magic Arms and Armour, or Craft Other Magic Items.
  679.  
  680. [PURCHASED] 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.
  681. 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.
  682. The following innate abilities can also be granted:
  683. 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.
  684. Disease Immunity: Immune to non-magical diseases. 2XP
  685. Golden Eyes (Cosmetic, 1XP)
  686. 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
  687. Poison Immunity: Immune to non-magical poisons. 3XP
  688. Regeneration (Low): The recipient heals 1 hit point per 6 hours rather than 1day. 2XP
  689. Regeneration (Medium): The recipient heals 1 hit point per hour rather than 1day. 5XP
  690. Regeneration (High): The recipient heals 1 hit point per 10 minutes rather than 1day. 10XP
  691. Regeneration (Full): The recipient heals 1 hit point per minute rather than 1day. 20XP
  692. Regeneration can be upgraded to the next level by paying the difference in XP costs.
  693. Silver Hair (Cosmetic, 1XP)
  694. 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.
  695. Sorcery: Recipient can learn sorcery, they have Angelic, Storm and Velya-domain themes to their sorcery powers. 5XP
  696. Spell Knowledge: You can grant any N-spells you know, allowing the recipient to learn them for 1XP less than normal.
  697. Untarnished: Wounds heal without scarring, 3XP
  698. 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
  699. This power does not work on magical creatures, including dragons, angels and demons. It does work on part-demons and on giants and werewolves.
  700. 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.
  701. Requires Angelic Magic 3, Imbue Holy Magic Items
  702.  
  703. [PURCHASED] 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.
  704. 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 (see below). This weakness can be negated by spending XP.
  705. 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.
  706. She does not lose access to any of her angelic powers as a result of a decrease in ranks, her powers simply become weaker.
  707. Requires: Angelic Magic 3, Imbue Holy Magic Items, costs 15XP
  708.  
  709. Sireyi’s Angelic abilities all reduce by 1 rank for an amount of time, depending upon the amount of celestial iron created in a single session
  710. A single session means Sireyi is doing nothing significant other than making celestial iron – she’s still eating and sleeping, but not going on quests, etc.
  711. The time her abilities are reduced for is as follows:
  712.  
  713. Number of pounds of Celestial Iron created divided by the total number of all ranks in angelic abilities she possesses, multiplied by 1 day. With a minimum of 1 day of weakness.
  714.  
  715. It takes Sireyi 1 day (about 8 hours work) to create a number of pounds of Celestial Iron equal to the total of all her ranks in angelic abilities.
  716.  
  717. Only angelic abilities count, not paladin, elemental or dragon.
  718. Expansions and add-on powers do not count, only powers with a rank.
  719. Typical amounts of celestial iron required for items:
  720. Light melee weapon (i.e. dagger) – 1lb
  721. One-handed melee weapon (i.e. shortsword/longsword) - 2lbs-4lbs
  722. Two-handed melee weapon (i.e. greatsword) - 8lbs-12lbs
  723. Light Armour (i.e. chainshirt) – 25lbs
  724. Medium Armour (i.e. chainmail) – 40lbs
  725. Heavy Armour (i.e. fullplate) – 50lbs
  726. Power Armour – 100lbs+
  727.  
  728. Example: Celestial Iron Wedding Rings.
  729. By taking a piece of her Halo, Sireyi forges a pair of rings.
  730. The wearers of these rings can command them to shine with angelic light (takes no action), having the effect of Rank 1 Halo. This costs 2 Divine Energy or Arcane Energy (or hit points) and lasts for 3 rounds.
  731. Grants Low Regeneration: The recipient heals 1 hit point every 6 hours rather than 1/day. Or increases existing Regeneration by 1 rank. If full regeneration is possessed the ring adds +15 hit points to the wearer.
  732. The ring grants either +2 Willpower or +2 Fellowship (chosen when the ring is forged).
  733. The ring grants either immunity to non-magical diseases or non-magical poisons (chosen when the ring is forged), if the wearer is already immune then this upgrades their immunity to protect against magical diseases or poisons (as appropriate), if the wearer is already immune to non-magical diseases or poisons (as appropriate) then the ring adds +10 hit points.
  734. The wearers can communicate telepathically if on the same plane, if one another plane they can tell if the other wearer is alive and wearing their ring, but not much else.
  735. If the wearer of the ring is in critical danger (as in, will die in moments if no action is taken), it expends itself to heal them to full health or otherwise avert their death (teleportation, possible plane-shifting, massive blast of holy energy, etc).
  736. This destroys the ring.
  737. The rings powers can only be used when worn by a couple of people in love with one another, though they do not have to be married.
  738. 1 pound of celestial iron is enough to make 10 such pairs of rings (20 rings)
  739.  
  740. 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.
  741. Example: Having purchased the spell 'Shield' (L1) would immediately unlock 'Angelic Mirror', which attempts to reflect magic and grants a slight bonus to magic resistance in addition to the DR/Def boosting properties of shield. It's cost would be either 1 DE or 1 AE, Dragon's Magic discount does not apply to these spells unless Seraphic Dragon is in effect when casting.
  742. Not every spell gives the option to spend DE instead of AE, and some would require both.
  743. 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.
  744. Increases maximum Willpower by 2, this means the willpower base maximum increases, not that more willpower is immediately granted by this ability.
  745. Requires Angelic Language and Angel's Magic 3, Unique ability, costs 12XP.
  746.  
  747. Angels Voice: Your voice is pitch perfect and you can use it to convey far more nuance and meaning than mortals can.
  748. [PURCHASED] Rank 1 – 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. Bonus to Fellowship checks based around talking to someone.
  749. [PURCHASED] Rank 2 – Bonus to Fellowship checks increases, you can, with a Fellowship check, instil emotions into individuals and small groups of people, using just your voice
  750. [PURCHASED] Rank 3 – Bonus to Fellowship checks increases, when instilling emotions, the emotions you instil can be overwhelming, shutting down the targets rational mind.
  751.  
  752. [PURCHASED] 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.
  753. Requires Angel's Voice 3.
  754.  
  755. 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
  756. [PURCHASED] Rank 1 – Small bonus/penalty, medium area
  757. [PURCHASED] Rank 2 – Medium bonus/penalty, medium area
  758. [PURCHASED] Rank 3 – Medium bonus/penalty, large area
  759.  
  760. [PURCHASED] Lightning Halo: Your Halo crackles with barely suppressed energies. Willpower counts as being 10 points higher for casting spells, Requires Halo 2, cannot take Crown of Rulership
  761.  
  762. [PURCHASED] 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.
  763. Requires Halo 3, Lightning Halo
  764.  
  765. [PURCHASED] 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.
  766. Requires Halo 3, Lightning Halo
  767.  
  768. Angelic (elemental) Powers
  769.  
  770. First rank costs 4 XP
  771. Second rank costs 8 XP
  772. Third rank costs 12 XP
  773. Bonus powers listed under a power cost 8 XP
  774.  
  775. 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.
  776. [PURCHASED] Rank 1 – Damage (electricity) bonus to melee attacks, resistance to electricity damage, fire single-target lightning bolt. Storm attack is only a few feet across (catch 2-3 foes). All costs divine energy, except lightning resistance which is constant.
  777. [PURCHASED] Rank 2 – Damage bonus increases, electricity resistance increases, can fire area (line) lightning bolt, Storm attack is 10ft across (catch up to 10 foes)
  778. [PURCHASED] Rank 3 – Damage bonus increases a lot, electricity resistance increases, can fire very long area (line) lightning bolt, or multiple smaller ones (shorter range, half damage) as a single action, Storm attack is 30ft across (catch lots of foes)
  779.  
  780. [PURCHASED] 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 defense.
  781. Requires Eye of the Storm, Control Storm. Requires Lightning Immunity. Requires Storm Winds 3 and Lightning Mastery 3.
  782.  
  783. [PURCHASED] 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.
  784. 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.
  785. Requires Control Storm. Requires Lightning Immunity. Requires Storm Winds 3 and Lightning Mastery 3.
  786.  
  787. Eye of the Tempest: Costs 20 Divine Energy to manifest and 4 DE/round to maintain. While this power is in effect Agility and Willpower are each raised by 10. This ability inflicts 4d10+Willmod*2 Lightning damage on anyone within 75ft of Sireyi each round. All of Sireyi's melee attacks gain +12 electrical damage whilst this power is in effect. Any ranged attack (other than boulders or siege weapons) that passes within 150ft of Sireyi suffers a -30 modifier to the attack. Boulders, siege weapons and similar phenomena suffer a -10 instead. Everyone within 75ft of Sireyi must make a DC 24/30 STR check to resist being blown away/knocked over each round this power is in effect. All peripherals or special conditions that affect Eye of the Storm also modify Eye of the Tempest.
  788. Requires: Eye of the Storm
  789.  
  790. [PURCHASED] Lightning Immunity: You are immune to electricity damage.
  791.  
  792. [PURCHASED x3] Massive Lightning Storm: Your Lightning Storm’s area doubles, may be selected multiple times.
  793.  
  794. [PURCHASED] Intense Lightning: 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.
  795.  
  796. 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.
  797. [PURCHASED] Rank 1 – Your flying speed is now 10 times as fast as a human can walk or run (20mph aprox. long-distance, 100mph sprint). You can knock down human-sized foes and send smaller ones flying. You can create a strong wind over a 20ft area that applies a large penalty to most ranged attacks.
  798. [PURCHASED] Rank 2 – Your flying speed is now 20 times as fast as a human can walk or run (40mph aprox. long-distance, 200mph sprint). You can knock down ogre-sized foes and send smaller ones flying. You can create a strong wind over a 100ft area that applies a very large penalty to most ranged attacks.
  799. [PURCHASED] 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.
  800.  
  801. [PURCHASED] 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.
  802. Requires Storm Winds 2
  803.  
  804. [PURCHASED] Control Storm: You can control the movement of any storm you summon, or any non-magical storm, by spending 3 Divine Energy/hour.
  805. Requires Storm Winds 2
  806.  
  807. [PURCHASED] 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.
  808. Requires Lightning Mastery 2 and Storm Winds 2
  809.  
  810. [PURCHASED] 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
  811. Requires Ride the Lightning, Lightning Mastery 3 and Storm Winds 3
  812.  
  813. Angelic Powers (Archon)
  814.  
  815. As the descendent of an Eladrin, these powers cost more XP
  816.  
  817. First rank costs 6 XP
  818. Second rank costs 12 XP
  819. Third rank costs 18 XP
  820. Bonus powers listed under a power cost 12 XP
  821.  
  822. Angelic Might: The character is far stronger than normal
  823. [PURCHASED] Rank 1 - +4 bonus to Strength
  824. [PURCHASED] Rank 2 - +8 bonus to Strength
  825. [PURCHASED] Rank 3 - +12 bonus to Strength
  826. [PURCHASED] Rank 4 - +16 bonus to Strength
  827. [PURCHASED] Rank 5 - +20 bonus to Strength
  828. Physical Change: Each level makes the recipient look more muscular.
  829. Each rank costs 7XP (including Eladrin surcharge)
  830.  
  831. Angelic Regeneration: The character heals faster than normal
  832. Rank 1 - Heals 1 hit point per 6 hours.
  833. Rank 2 - Heals 1 hit point per hour.
  834. Rank 3 - Heals 1 hit point per 10 minutes.
  835. Rank 4 - Heals 1 hit point per minute.
  836. [PURCHASED] Rank 5 – Heals 1 hit point per round.
  837. Physical Change: none.
  838. Sireyi has effectively has this at level 4: she does not need to buy levels 1-4.
  839. Each rank costs 7XP (including Eladrin surcharge)
  840.  
  841. Angelic Speed: The character is far faster and more agile than normal
  842. [PURCHASED] Rank 1 - +4 bonus to Agility, land speed is double that of a normal human
  843. [PURCHASED] Rank 2 - +8 bonus to Agility
  844. [PURCHASED] Rank 3 - +12 bonus to Agility, land speed is triple that of a normal human
  845. [PURCHASED] Rank 4 - +16 bonus to Agility
  846. [PURCHASED] Rank 5 - +20 bonus to Agility, land speed is four times that of a normal human
  847. Physical Change: Each level makes the recipient look thinner and lithe.
  848. Each rank costs 7XP (including Eladrin surcharge)
  849.  
  850. Angelic Toughness: The character is far tougher than normal
  851. [PURCHASED] Rank 1 - +4 bonus to Constitution, +20 HP, has DR 1
  852. [PURCHASED] Rank 2 - +8 bonus to Constitution, +40 HP, has DR 2
  853. [PURCHASED] Rank 3 - +12 bonus to Constitution, +60 HP, has DR 3
  854. [PURCHASED] Rank 4 - +16 bonus to Constitution, +80 HP, has DR 4
  855. [PURCHASED] Rank 5 - +20 bonus to Constitution, +100 HP, has DR 5
  856. Physical Change: Each level makes the recipient look healthier – glowing with life.
  857. Each rank costs 7XP (including Eladrin surcharge)
  858.  
  859. Angels Fire: You can summon holy fire from the Heavens, area attack, does additional damage to evil creatures.
  860. [PURCHASED] Rank 1 – Small area, low damage
  861. [PURCHASED] Rank 2 – Small area, medium damage
  862. [PURCHASED] Rank 3 - Medium area, medium damage
  863.  
  864. [PURCHASED] Seeking Fire: No chance of hitting allies. Requires Angels Fire 2
  865.  
  866. [PURCHASED] Healing Fire: Heals allies in the area. Requires Angels Fire 2
  867.  
  868. Draconic Powers (black dragon)
  869.  
  870. 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. You can activate this at a lower level rather than at the full level you possess it at. These can only be purchased with general XP.
  871.  
  872. XP costs
  873. First rank costs 5 XP
  874. Second rank costs 10 XP
  875. Third rank costs 15 XP
  876. Bonus powers listed under a power cost 10 XP
  877.  
  878. 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.
  879. [PURCHASED] 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.
  880. [PURCHASED] 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
  881. [PURCHASED] 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.
  882.  
  883. [PURCHASED] 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, Requires Aspect of The Dragon 3
  884.  
  885. Massive Dragon Form: When you use Aspect of the Dragon 3 you can choose to spend extra energy to vastly increase your size. In your dragon form you are 100ft from nose to haunches, and your tail is 65ft long. Your size alters your physical stats as follows: Str +32, Con +24, Agi -8. You can attack up to 10 human-sized foes or up to 5 ogre-sized foes or up to 2 giant-sized foes with a single attack, if they are close to one another. Your damage reduction is now better than heavy armour. Using this costs an extra 18 Arcane Energy, Requires Aspect of The Dragon 3, Requires Huge Dragon Form, does not stack with Huge Dragon Form
  886.  
  887. [PURCHASED] 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, Requires Aspect of The Dragon 2
  888.  
  889. [PURCHASED] 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.
  890. Requires Aspect of the Dragon 3. Costs 12XP, but can be purchased with angelic-specific experience, counts both an angelic power and a draconic one.
  891.  
  892. Dragon Magic: You learn the magic of dragons.
  893. [PURCHASED] Rank 1 - Arcane spells cost 1 less arcane energy for you to use, to a minimum cost of 1.
  894. Rank 2 - Arcane spells cost 2 less arcane energy for you to use, to a minimum cost of 1.
  895. Rank 3 - Arcane spells cost 3 less arcane energy for you to use, to a minimum cost of 1.
  896.  
  897. Draconic Magic Items: Magic items you create can have draconic powers built into them.
  898. Requires Dragon Magic 2, one or more of Enchant Sorcerous Item, Forge Magic Arms and Armour, or Craft Other Magic Items.
  899.  
  900. Secrets of Arcanotek: You can figure out and duplicate the designs of the Necromancer-Kings of the Sunken Empire – an empire that spanned hundreds of planes and had access to magics unheard of in the modern era. XP cost is 25.
  901. Requires Dragon Magic 3, Draconic Magic Items, Enchant Sorcerous Item, Forge Magic Arms and Armour, Craft Other Magic Items.
  902.  
  903. Domain Powers
  904. You can purchase powers specific to your chosen domains. XP spent upon domains can only come from general and divine XP.
  905. Domain powers have a deific power requirement, unless your *current* deific power is at that level or higher, you cannot use the power. If spending the deific power to use the power takes you below the minimum deific power requirement, then it still works normally.
  906.  
  907. Life to the Lifeless: You unleash an incredibly powerful burst of Life energy, restoring the undead to life.
  908. Life to the Lifeless: You unleash an incredibly powerful burst of Life energy, restoring the undead to life.
  909. - Each use of this power costs 6 Deific Power and can only be overcharged with Deific Power.
  910. - Affects a radius of 250ft + 10ft/point of Willpower Modifier + 10ft/50 points of Max DP.
  911. - This power attempts to restore any undead in it's area to life.
  912. - Mindless undead do not receive a saving throw to resist this effect.
  913. - Lesser Undead may make a save at DC 50 + Deity's Willpower Modifier + 5*Overcharge.
  914. - Greater Undead may make a save at DC 30 + Deity's Willpower Modifier + 3*Overcharge.
  915. - Non-undead Perversions of Life (e.g. Flesh golems) may make a save at DC 25 + Deity's Willpower Modifier + 2*Overcharge.
  916. - Any undead which fail this save (or did not receive a saving throw) are restored to their pre-undeath selves (body and mind) though with full memory of their time as an undead. While some of the former undead may not regret their actions - and, indeed, may even seek to return to their state of undeath - many of them, particularly those unwillingly converted and/or controlled, may require therapy to cope with these memories.
  917. - Perversions of Life which fail their save are discorporated and their component bodies/souls restored to their pre-death state.
  918. - Lesser Undead which successfully save against this effect are subject to 18d6 + Willmod*5 Holy damage and Paralyzed with no saving throw for 6d10 minutes.
  919. - Greater Undead which successfully save against this effect are subject to 10d6 + Willmod*3 Holy damage and Paralyzed with no saving throw for 2d4 rounds.
  920. - Perversions of Life which successfully save against this effect are subject to the same penalties as Greater Undead.
  921. - At 10 or more points of overcharge, Lesser Undead are destroyed outright instead of harmed and paralyzed if they succeed at their saving throw. At 25 or more, so are Greater Undead & Perversions of Life.
  922. - Necromancy and other schools related to undeath have extreme difficulty functioning in this area for 4d6 years, suffering a malus of (5 + Deity's Willpower Modifier + Overcharge*2) to all related rolls for that time. Undead creatures and Perversions of Life suffer a -10 to all rolls on top of that.
  923. Requires 250 Deific Power, Life Domain
  924. Costs 75XP
  925. Special: Can be used with Deific Purification and Deific Restoration simultaneously as a single action. If this is done, the cost is 10 Deific Power total.
  926.  
  927. Deific Purification: You purge all forms of corruption from a large area.
  928. - Each use of this power costs 3 Deific Power and cannot be overcharged.
  929. - Affects a radius of 3km + 1km/point of Willpower Modifier + 1km/50 points of Max DP (i.e. a Deity with 1000 max DP would receive 20 bonus kms).
  930. - Everywhere within this radius is forcibly purged of unnatural corruption. The forms of corruption which could resist this effect can only be the works of Gods or similar being, and even then it is unlikely for it to resist purgation.
  931. - It is virtually impossible for any form of corruption to take root
  932. - As a side effect, anywhere within this power's radius will be teeming with life as though it had spent years under the effects of Verdant Presence in only a few hours.
  933. Requires 150 Deific Power, Life Domain, Sanctuary 5
  934. Costs 35XP
  935. Special: Can be used with Life to the Lifeless and Deific Restoration simultaneously as a single action. If this is done, the cost is 10 Deific Power total.
  936.  
  937. [PURCHASED] Deific Restoration: Restores the dead to life and cures the living of all ailments
  938. - Each use of this power costs 3 Deific Power and cannot be overcharged.
  939. - Affects a radius of 250 ft + 50ft/point of Willpower modifier + 5ft/5 points of Max DP.
  940. - 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.
  941. - Deific Purification considers all forms of mutagen to be Corruption for the purposes of purgation, and treats them as curses.
  942. - 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.
  943. Requires 150 Deific Power, Life Domain, Healing 5
  944. Costs 35XP
  945. 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.
  946.  
  947. Opposites Attract: Ordinarily, it is impossible for angels to have children with any kind of demon without direct divine intervention due to their conflicting natures. Due to Sireyi's domains, this is no longer true for her Succubi and Angel followers. Angels and Succubi can conceive children just as easily as any mortal couple, or perhaps even moreso due to following a Goddess of Life. Non-succubi demons would still require divine intervention.
  948. Requires: Angel, Life and Succubi domains
  949. Costs 0XP
  950. Requires 3 deific power
  951. Theological scholars called a hypothetical demon/angel hybrid a *Nephraham*, though the word had negative connotations. What the citizens of Oreia would call such a being is unknown.
  952.  
  953. Mend the Twisted Flesh
  954. Perversions of Life are categorized into one of three levels for the purposes of Life powers: Minor, Lesser or Greater.
  955. - Minor Perversions of Life are simplistic or non-sapient mutants, automated corpses and similarly weak creations.
  956. - Lesser Perversion of Life are more mentally complex mutants, flesh golems and other things of that level.
  957. - Greater Perversions of Life are the most powerful of mutants, the most horrifying of abominations made from the souls and flesh of once-living beings and the like.
  958. Perversions of Life are now subject to the same effects as their corresponding level of Undead from the usage of Life to the Lifeless. Perversions with multiple bodies/souls are resurrected into multiple beings, mutants are restored to their unmutated selves and have any mental damage caused by the mutation undone, etc.
  959. - Life to the Lifeless' malus to magic related to the undead or Necromancy expands in focus to include magic related to mutation, especially inflicting it on others against their will, or the creation of Perversions of Life.
  960. - Deific Restoration's Healing Touch modification can now apply to Perversions of Life as well as Undead. Mental alterations as a result of mutation are considered enthrallment for the purposes of consent. Perversions of Life that possess a consciousness foreign to it's constituent souls/bodies are considered as mindless for the purposes of consent. This addition can now function on unwilling beings that are not considered as consenting due to exigent circumstances, but takes a -5 penalty when doing so. The restriction that it can only affect a single target is lifted; when using Mass Heal, Undead and Perversions of Life within the area can now be subject to the purifying effect, this costs 15 Divine Energy instead of 3.
  961. - Note that all references to mutation or mutants refer to those created through unnatural forces, especially the arcane. Mutations originating from natural forces do not mark individuals as mutants for the purposes of this power. Natural mutations can be affected by any of the requisite powers or their modifications, but this is not the default and must be explicitly stated as part of the intent behind it's use.
  962. Requires 250 Deific Power, Life to the Lifeless, Deific Purification, Deific Restoration
  963. Costs 60 XP
  964.  
  965. Welcoming Light: Any demon that truly seeks redemption will always be welcome among Sireyi's followers. No reduction in Deific Power gain from demonic worshipers, Sireyi's powers and powers originating from her will no longer consider demons to be evil solely because they are demons.
  966. Requires: Angel and Succubi domains
  967. Costs 10XP
  968. Requires 5 deific power
  969.  
  970. Light and Dark Intertwined: While still an Angel, Sireyi is now able to tap into the powers of demons. She can purchase demonic powers as though she were a Succubus at 1/2 (rounded down) normal cost; she is immune to any mental side effects of said powers. Some powers may be altered to be more aligned towards her other domains, or gain peripherals based off of those domains.
  971. Requires: Angel and Succubi domains
  972. Costs 10XP
  973. Requires 5 deific power
  974.  
  975. Reflection of the Changing Moon: Due to Sireyis dual nature as a Goddess of both Holy and Unholy domains, any Holy or Unholy resistances she acquires are now considered to be both (i.e. if she acquired Holy Resistance 15 and Unholy Resistance 10, she would effectively have Holy Resistance 25 and Unholy Resistance 25). In addition, she gains innate Holy Resistance 15.
  976. Requires: Angel and Succubi domains
  977. Costs 15XP
  978. Requires 20 deific power
  979.  
  980.  
  981. Mystical Martial Arts Styles
  982.  
  983. Mystical Martial Arts Styles can be bought with general XP
  984.  
  985. Rank 1 – 5XP
  986. Rank 2 – 10XP
  987. Rank 3 – 15XP
  988. Rank 4 – 20XP
  989. Rank 5 – 25XP
  990.  
  991. Elemental Styles
  992. The following elemental styles have been retrieved from the elemental nodes.
  993.  
  994. Living Storm Style: You combine storm magic and fighting skill into a magical martial arts style.
  995. Retrieved from the elemental node.
  996. Exception: Living Storm Style is a natural style for Sireyi, the cost to gain it is
  997. Rank 1 – 4XP
  998. Rank 2 – 8XP
  999. Rank 3 – 12XP
  1000. Rank 4 – 16XP
  1001. Rank 5 – 20XP
  1002. And you can use general XP or angel XP to buy this style
  1003.  
  1004. [PURCHASED] Rank 1 – You can use Storm Wind Stance and Static Fist
  1005. 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.
  1006.  
  1007. 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 equal to your Will modifier, for the rest of the combat.
  1008.  
  1009. [PURCHASED] Rank 2 – You can use Fast as the Storm Wind, Lightning Fist and Earthed Lightning
  1010. 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.
  1011.  
  1012. 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.
  1013.  
  1014. 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.
  1015.  
  1016. [PURCHASED] Rank 3 – You can use Thunder and Lightning Strike, Whirling Storm Barrage and Endless Howling Wind
  1017.  
  1018. 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.
  1019.  
  1020. 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.
  1021.  
  1022. 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.
  1023.  
  1024. [PURCHASED] Rank 4 – You can use Cerulean Path and Speed of the Storm
  1025.  
  1026. 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.
  1027.  
  1028. 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.
  1029.  
  1030. [PURCHASED] Rank 5 – You can use Stormwind Avoidance and Live Like Lightning
  1031.  
  1032. 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.
  1033.  
  1034. 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.
  1035.  
  1036. Air
  1037. Air Style depends a great deal upon speed and using both unarmed and thrown attacks. As its practitioners increase in skill they are able to locate foes purely by the currents of wind swirling around them, force their foes back with powerful gusts of wind and shock them with blasts of lightning. A master of Air Style is like a storm, always moving, and scattering everything in his path, leaving only debris behind.
  1038.  
  1039. Exception: Air Style is a natural style for Sireyi, the cost to gain it is
  1040. Rank 1 – 4XP
  1041. Rank 2 – 8XP
  1042. Rank 3 – 12XP
  1043. Rank 4 – 16XP
  1044. Rank 5 – 20XP
  1045. And you can use general XP or angel XP to buy this style
  1046.  
  1047. Rank 1 – You can use Speed of the Zephyr and Pull out the Breath of Life
  1048.  
  1049. Speed of the Zephyr: You are as fast as the wind. You may spend 3 arcane energy to make a single unarmed attack as a reaction.
  1050.  
  1051. Pull Out The Breath of Life: Your strikes draw air from a targets lungs, and even from their blood. As part of an unarmed attack you spend 1 or more arcane energy to apply a -3 penalty per arcane energy spent to all d20 rolls for a living, breathing target. The maximum number of arcane energy you can spend on a single use of this power is equal to your willpower modifier.
  1052. Every arcane energy spend upon this also deals 1d6 points of damage, this extra damage ignores non-magical damage reduction.
  1053.  
  1054. Rank 2 – You can use Part of Air and Grasping Air
  1055.  
  1056. Part of Air: You can wrap yourself in air, hiding you from view. By spending 3 arcane energy as a normal action you appear as a vague blurry patch of air for the encounter. You gain a 50% miss chance due to concealment and a +20 bonus to hide and sneak checks.
  1057.  
  1058. Grasping Air: You cannot hold air, it’s impossible. Whenever you are hit by an attack you can use this power to avoid the attack. You simply move out of the way of the attack, effectively gaining an unlimited dodge bonus to your defence against that attack. If you are denied dodge bonuses to defence, this power cannot be used. This power costs 12 arcane energy.
  1059.  
  1060. Rank 3 – You can use Endless Twisting Strikes and Throwback Strikes
  1061.  
  1062. Endless Twisting Strikes: As part of a attack with unarmed strikes or thrown weapons you can make extra attacks by spending 2 arcane energy per extra attack, if you do so all attacks that round suffer a -2 penalty per extra attack purchased. You can spend a number of arcane energy on this power equal to your willpower score, per round.
  1063.  
  1064. Throwback Strikes: By spending one or more arcane energy as part of an unarmed or thrown weapon attack you move the target back 5ft per arcane energy spent.
  1065.  
  1066. Rank 4 – You can use Howling Storm Scream and Rise Upon Thermals
  1067.  
  1068. Howling Storm Scream: You can blast your foes with a cone of sonic energy. As a normal action you spend a number of arcane energy (up to your willpower modifier) to create a cone of sonic energy with a range of 10ft per willpower modifier, everyone within the area suffers 2d6 sonic damage per 3 arcane energy you spent and is moved back 5ft per 2 arcane energy spent. The maximum arcane energy you can spend upon this power is equal to your willpower score.
  1069.  
  1070. Rise Upon Thermals: Spend 1 arcane energy to double your land speed for 1 round. Whilst using this power you may walk or run on any solid or liquid surface regardless of whether it can bear you weight or not. You cannot stop on such a surface and must pay this powers cost every round that you want to continue moving on such surfaces.
  1071.  
  1072. Rank 5 – You can use Stormclord Stance, Spinning Tornado Strike and Hurricane Assault
  1073.  
  1074. Stormcloud Stance: You may add electricity damage to your unarmed and thrown weapon attacks. For every 1 arcane energy (up to a maximum of your willpower modifier) you spend when making an attack you deal an extra 1d6 electricity damage to that attack only. You may use this power to make ranged attacks of electricity only, you must pay arcane energy for any damage this attack deals and it is a ranged attack using your unarmed attack bonus.
  1075.  
  1076. Spinning Tornado Strike: You run towards your target, throwing your weapons at him with impossible speed. Move your full speed towards a target and attack, using thrown weapons (or unarmed attacks), making your attacks as normal. For any attack that misses, you can add a +2 to hit bonus to the missing attack per arcane energy spent, until the attack hits. These attacks cannot be dodged or avoided, though the damage may be reduced or ignored using appropriate abilities. This power is a normal action that costs 1 arcane energy. Points spent to aid attacks are paid separately for each attack.
  1077.  
  1078. Hurricane Assault: Your speed is blinding. Using this power is a reflexive action that costs a number of arcane energy equal to one-half of your willpower modifier, per turn. Whilst Hurricane Assault is active you gain the benefits of the following talents for each action/attack (as applicable) as though you spent a number of arcane energy on them equal to one-half of your willpower modifier (You may choose to spend extra arcane energy when the talents are used, to improve their effects, when applicable): Endless Twisting Strikes, Pull Out the Breath of Life, Rise Upon Thermals, Throwback Strikes.
  1079.  
  1080. Earth
  1081. Earth Style allows its practitioners to deal out punishing attacks whilst resisting whatever their foes throw at them. Ripping apart buildings and transforming foes into living stone, the master of earth style moves slowly but is implacable – and unstoppable.
  1082. Exception: Earth Style is against Sireyis natural talents, the cost to gain it is
  1083. Rank 1 – 6XP
  1084. Rank 2 – 12XP
  1085. Rank 3 – 18XP
  1086. Rank 4 – 24XP
  1087. And she is unable to learn the highest level of this style at this time.
  1088.  
  1089. Rank 1 – You can use Rockfall Punch and Unmoving as the Earth
  1090.  
  1091. Rockfall Punch: Your blows hit with the force of an avalanche. Spend 1 arcane energy to add your willpower modifier to your damage with an unarmed attack or attack with a two-handed melee weapon.
  1092.  
  1093. Unmoving As The Earth: You are nearly impossible to move. As a reflexive action add your willpower modifier to any roll to avoid being pushed back, to avoid being tripped or to avoid being pinned or moved whilst grabbed. This costs 1 arcane energy.
  1094.  
  1095. Rank 2 – You can use Stone Hide and Tremor Stomp
  1096.  
  1097. Stone Hide: You are nearly impossible to harm. As a reflexive action you gain DR x against a single attack where x is three times the arcane energy you spend. You cannot gain more DR from this than your willpower score.
  1098.  
  1099. Tremor Stamp: As a normal action you stamp on or strike the ground, spending 3 arcane energy and knocking down everyone within 5ft per 2 points of willpower score you posses. Those that are tripped also suffer 1d6 points of bludgeoning damage per 5 points of willpower score you posses. A successful agility check can negate the knockdown and half the damage.
  1100.  
  1101. Rank 3 – You can use As the Mountain Falls and The Mountain Cannot Bow
  1102.  
  1103. As the Mountain Falls: All are crushed beneath your strikes. Roll an unarmed or melee attack using a two-handed weapon against your targets Constitution score rather than his melee defence. Regardless of your attack roll your attack hits and deals damage, but if your attack roll equals or exceeds your targets Constitution score then your attack bypasses damage reduction, and your target is rendered prone by the strike. This power can only be used if both you and your target are standing on (or clinging to) a solid surface – if either of you flying or swimming, it has no effect. This power is used as part of an attack and costs 15 arcane energy or 10 arcane energy if you are standing on un-worked earth or stone.
  1104.  
  1105. The Mountain Cannot Bow: The Mountain endures all forces sent against it. When you are struck by an attack that deals damage or targets your mind you may use this power to ignore all damage and effect of the attack. You cannot use this power if you are not standing on a solid surface. This power costs 20 arcane energy.
  1106.  
  1107. Rank 4 – You can use Sculpting Strike and Rip Apart the World
  1108.  
  1109. Sculpting Strike: Enemies you strike turn to stone. As part of an unarmed attack spend 7 arcane energy to turn an enemy to stone for 1 round per 5 points of willpower score you possess, if your attack hits and your attack roll exceeds their fortitude defence they are transformed into a stone statue and are unable to act. Whilst in stone form they may be attacked normally, have an agility score of 0 and damage reduction of 10. If you kill an enemy whilst using this power they are transformed permanently to stone.
  1110.  
  1111. Rip Apart the World: As a normal action you make an unarmed attack a building or other object at least four times your size. By spending 1 or more arcane energy up to a maximum of your willpower score you destroy any of that structure within 10ft of the point you attack per arcane energy you spend. With this power you can tear holes in buildings and collapse portions of mountains.
  1112.  
  1113. Rank 5 – Not yet unlocked
  1114.  
  1115. Fire
  1116. Practitioners of Air Style think they are fast, but they are nothing compared to Fire Style practitioners. A moving inferno the master of fire style sears his foes, leaving all who oppose him paralysed by fear and pain – all those who he doesn’t burn to ash of course.
  1117.  
  1118. Rank 1 – You can use Flickering Flame and Dancing Flame
  1119.  
  1120. Flickering Flame: You strike faster than others. At the start of combat spend 3 arcane energy to add your willpower modifier to your agility for the duration of the combat.
  1121.  
  1122. Dancing Flame: You move faster than others. As a free action you may spend a number of arcane energy up to your willpower modifier to grant yourself a dodge bonus to defences of +2 per arcane energy spent, for 1 round.
  1123.  
  1124. Rank 2 – You can use Searing Blow and Thermal Transference
  1125.  
  1126. Searing Blow: You blows scorch others and leave them in burning pain. When you hit with an unarmed attack or one using an axe you may reflexively spend 2 arcane energy apply a -5 to all d20 rolls to the target for the remainder of the combat.
  1127.  
  1128. Thermal Transference: Nothing escapes the flames heat. If you miss with an unarmed attack or one using an axe you may increase your to hit bonus by +3 per arcane energy spent until you either hit your foe or have spent a number of arcane energy equal to your willpower modifier.
  1129.  
  1130. Rank 3 – You can use Wildfire and Burning Exhalation
  1131.  
  1132. Wildfire: Fire moves too fast to get away from. When making an unarmed attack or a melee attack with an axe you may use this power to ensure that your attack hits. Damage reduction is also halved against this attack. This power is used as part of an attack and costs 15 arcane energy.
  1133.  
  1134. Burning Exhalation: You can blast your foes with a cone of flame. As a normal action you spend a number of arcane energy (up to your willpower modifier) to create a cone of fire with a range of 10ft per willpower modifier, make a Willpower check, everyone within the area whose ranged defence is less than or equal to your Willpower check suffers 1d6 fire damage per arcane energy you spent, this is an area attack.
  1135.  
  1136. Rank 4 – You can use Incite Magic to Flame and Terrifying Demon Visage
  1137.  
  1138. Incite Magic to Flame: Make an unarmed attack against a target as a normal action and spend 3 arcane energy. If you hit you deal no damage but instead the target loses a number of arcane or divine energy (whichever they have more of) equal to one-half of your willpower score. For every point of arcane or divine energy the target loses they also suffer 1d6 points of fire damage as their own magic bursts into flame.
  1139.  
  1140. Terrifying Demon Visage: Surrounded in an aura of flames you terrify your opponents. As a reflexive action when you or any of your allies adjacent to you are attacked in melee you may make a Fellowship check against the attackers Willpower. If successful you may apply a penalty to his attack roll of -5 per arcane energy you spend, up to a maximum penalty of your willpower score.
  1141.  
  1142. Rank 5 – You can use Resurgent Ember, Dragon Lord of Fire and Lashing Flame
  1143.  
  1144. Resurgent Ember: Whenever you deal fire damage to an enemy with magic you may, as a free action, spend 3 arcane energy on the following round to have the enemy take the fire damage a second time. You may only do this once per foe per attack and only on the round immediately following the attack and each individual enemy is affected (and paid for) separately.
  1145.  
  1146. Dragon Lord of Fire: As a full round action spend 5 arcane energy to grant yourself a mastery over fire that lasts until the end of the encounter. All fire damage you deal is tripled.
  1147.  
  1148. Lashing Flame: You lash out with a blast of fire that deflects an incoming attack. When you are targeted by an attack you can use this power before the attack roll is made. Ranged attacks automatically fail but against melee attacks you must make a melee attack roll (as though making an unarmed attack, or attack with an axe) that equals or exceeds the attack roll made against you in order to deflect the attack. Failing on this attack roll means this power has no effect. This power has no effect on attacks without a physical or energy component (so purely magical attacks are unaffected). This power costs 20 arcane energy.
  1149.  
  1150. Water
  1151. Fighting a master of water style is like swimming in a cold sea, the harder you struggle the more you weaken and no attack can do anything but fade into the depths. Anyone trying to hold him still can only watch water flow through their fingers as all the water in his body runs wild, his blood bursting his veins. Even magic cannot harm a master of water style as it drowns in the presence of greater power.
  1152.  
  1153. Rank 1 – You can use Exploding Ice Shards
  1154.  
  1155. Exploding Ice Shards: After you wound someone shards of ice explode from them to strike those nearby. By spending 3 arcane energy as a reaction after making a successful unarmed or sword attack you make a Willpower against the ranged defence of anyone within 1ft per point of willpower you have, this is an area attack. Those affected suffer 1d6 points of damage per 10 points of damage you dealt to the target of your unarmed or sword attack. Both you and the target of your unarmed or sword attack are unaffected by this. Half of the damage is cold damage and half is slashing damage. At willpower 20 and higher you can exempt allies from this affect, damaging only those you wish to harm.
  1156.  
  1157. Rank 2 – You can use Red River Bursts its Banks and Through the Smallest Gap
  1158.  
  1159. Red River Bursts Its Banks: You cause internal bleeding in your target. When making unarmed attacks, instead of dealing damage you may spend 1 arcane energy to apply a -1 penalty to the targets Constitution, this penalty is cumulative and reduces at a rate of 1 point per minute. At 0 Constitution the target dies.
  1160. Special: Magical healing restores lost constitution at a rate of 1 point of constitution per 5 hit points it would have otherwise healed (constitution is restored before hit points). Beings with regeneration or other rapid healing abilities reduce the time taken to recover lost points of constitution by 1 round per 2 points of fast healing over 2 they have (to a minimum of 1 round at fast healing 20).
  1161.  
  1162. Through the Smallest Gap: Bonds don’t mean much to you. By spending 7 arcane energy as a normal action you briefly turn part or all of your body to water, automatically escaping any restraints, ropes, bonds or grapples that bind you. You may also use this power to move up to 5ft whilst made of water, bypassing any non-watertight barrier (such as most doors).
  1163.  
  1164. Rank 3 – You can use Endless Crashing Waves and Drink Deep
  1165.  
  1166. Endless Crashing Waves: Slowly you wear your foes down. Make a single unarmed or sword attack as a normal action. If you hit then you may automatically hit an additional time per 3 arcane energy spent. You may not spend more arcane energy than your willpower score.
  1167.  
  1168. Drink Deep: You drain your foes strength to fuel your own. With every successful unarmed or sword attack that deals damage you gain 3 arcane energy. You may gain more arcane energy than your normal maximum but all arcane energy gained through this power fade after 1 hour if not spent. Once gained this is an innate power that is always active, but can be suppressed at will.
  1169.  
  1170. Rank 4 – You can use Magic Drowning Deluge and Bottomless Abyss
  1171.  
  1172. Magic Drowning Deluge: Others magics cannot function in the cold embrace of your own. To use this power you must touch a target as a normal action, spend 6 arcane energy and make Willpower check against a DC of the willpower score of the highest willpower used to activate any magical spells, feats or talents affecting the target. Success suppresses all magical effects affecting the target for 1 round, the duration of any magical ability continues as normal, it simply does not function whilst this ability is in effect. Similarly, magical abilities affecting the target are not dispelled, they simply do not function for the duration of this ability. You may extend the duration of the ability by spending 3 arcane energy per extra round duration, to a maximum of 1 extra round per 5 points you exceeded the required DC by. Note that this ability does not negate some magical abilities and not others, it is an all or nothing effect. New magical abilities that affect the target of this poweronly work normally.
  1173.  
  1174. Bottomless Abyss: Nothing ever fills the oceans. As a reflexive action you may spend 3 arcane energy and automatically trigger a perils of arcane magic roll to negate all damage and effects from a single attack.
  1175.  
  1176. Rank 5 – You can use Oceans Final Rest and Bottomless Abyss
  1177.  
  1178. Oceans Final Rest: The seas of the world hunger for lives. As a normal action you spend a number of arcane energy (up to your willpower modifier) to create a cone of freezing water with a range of 10ft per willpower modifier, make a Willpower check, everyone within the area whose ranged defence is less than or equal to your check suffers 2d6 points of damage per 2 arcane energy you spend, this is an area attack. Half of this damage is cold, the other half is bludgeoning damage. If you equal or exceed a targets Willpower and Constitution scores as well as their ranged defence then this attack automatically inflicts maximum damage.
  1179.  
  1180. Tsunami Strike: With a single strike you overwhelm your targets defences. When making an unarmed attack or a melee attack with a sword you may use this power to hit, effectively gaining a bonus on your to hit roll equal to that required to hit your target. This power costs 10 arcane energy.
  1181.  
  1182.  
  1183. Wood
  1184. Wood style focuses on living things, how to harm them, and how to heal them. A Master of Wood Style can easily endure the harshest blows and strike at weakest point on his foe. In addition, Masters of Wood have perfected a technique that tears a targets soul free of their body, killing them.
  1185.  
  1186. Rank 1 – You can use See the Crimson Flow
  1187.  
  1188. See the Crimson Flow: You see the best place to strike living creatures. By spending 1 arcane energy when making an unarmed attack or attacks with two weapons you add your willpower modifier to the damage, this works on living beings only, not undead or objects.
  1189.  
  1190. Rank 2 – You can use So Magic is Life and Steel Flesh
  1191.  
  1192. So Magic is Life: You can swiftly heal yourself. As a reaction you may heal yourself of 10 hit points per arcane energy point spent, you may spend a number of arcane energy in a single round up to your willpower modifier.
  1193.  
  1194. Steel Flesh: You are nearly impossible to harm. As a reflexive action you gain DR x/- against a single attack where x is five times the number of arcane energy you spend. You cannot gain more DR from this than your willpower score.
  1195.  
  1196. Rank 3 – You can use Skin Branding and Rooting Strike
  1197.  
  1198. Skin Branding: By spending 3 arcane energy when you make an unarmed attack you brand your target. Until your foe removes this brand you can always tell where they are, allowing you to perfectly track them and to attack invisible foes (though you still suffer a 50% miss chance as usual). Only magic can remove this brand.
  1199.  
  1200. Rooting Strike: Your foes are stuck in place as though they had put down roots. Using this power requires you to touch your target (can be part of an unarmed attack), spend 3 arcane energy and make a Willpower check with a DC of the targets Constitution score. Success means you have rooted your target to the ground for 1 round per point of willpower modifier you possess. If the target attempts to move they must make a Strength check with a DC of 5+ your Willpower score or they cannot move in that action, remaining rooted to the ground. As soon as a target of this power moves successfully the effects of this power end. Targets of this power can act normally (except for moving). Magical attempts to move the target replace the strength check with a willpower check. This power has no effect on someone who is not in contact with a solid surface capable of bearing their weight.
  1201.  
  1202. Rank 4 – You can use Ghost Killer and Life Giver
  1203.  
  1204. Ghost Killer: Your attacks are deadly to incorporeal creatures. By spending 1 arcane energy as part of an unarmed attack you deal double damage to all incorporeal creatures.
  1205.  
  1206. Life Giver: You can now use So Magic Is Life on others, you must be touching them to do this.
  1207.  
  1208. Rank 5 – You can use Perfect Existence and Soul Taker
  1209.  
  1210. Perfect Existence: You can regenerate from a single cell. When you take damage you can use this power to heal all the damage taken as well as all side-effects of the attack (stunning, blindness, serious injuries etc) except effects that move you around or entrap you. You cannot use this power if your entire body is destroyed, leaving no living tissue behind, likewise using it against ongoing environmental effects (drowning, suffocation etc) does not remove the cause of the damage, only heals it. You can use this power posthumously – returning from the dead. This power is a normal action that costs 15 arcane energy. Returning from the dead increases the cost to 15 arcane energy and an automatic perils of the arcane check.
  1211.  
  1212. Soul Taker: You can tear a targets soul free of their body. Activating this power takes a full round and costs 30 arcane energy. Once activated you can, on any successful unarmed attack, discharge this power into your target (as a reflexive action), who can be alive or undead but cannot be an object. If you activate this power and do not discharge it into a valid target within 1 round per 5 willpower points you posses you automatically discharge it into yourself, you cannot avoid this. Anyone affected by this power suffers additional damage equal to their constitution score per 3 points of willpower you possess, to a maximum of 5 times your current arcane energy total (before you spent the points to activate this power). Targets also lose a number of arcane or divine energy (your choice) equal to the damage this power deals to them. Any attempt to negate, avoid or reduce this damage (including using deific power) can at most, halve the damage it deals (other than causing the attack to miss, but you decide whether or not to discharge this power after hitting). Whilst this power has been activated and not discharged your skin is covered in necromantic runes and symbols.
  1213. Soul Taker can be combed with other powers when you hit someone with it but you cannot take actions separate to Soul Taker in the round you activate it (i. Cast a spell, make an attack, move) – in other words, in the round you activate it, you do nothing else.
  1214.  
  1215.  
  1216. Sorcery/Wizardry
  1217.  
  1218. [PURCHASED] 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.
  1219.  
  1220. N – Spells tagged with an ‘N’ are spells you have a natural affinity for, costing 1 less arcane energy (minimum of 1) to use, and 1 less XP (rank 1 spells are 2 spells for 1 XP). Your natural spells are those linked to angels, black dragons, or storms.
  1221.  
  1222. Casting Time: Most spells take the same time to cast as any other action (use a power, make an attack, etc)
  1223.  
  1224. R – Spells tagged with an ‘R’ are very quick to cast, taking almost no time and are often combined with another action. The ‘R’ tag can be added to a single spell you possess by spending 2 times the XP required to gain it (minimum of 2), this cannot be added to a spell with the ‘E’ tag.
  1225.  
  1226. E – Spells tagged with an ‘E’ take a long time to cast, often several minutes or longer. It is not practical to cast these spells in combat. The ‘E’ tag can be removed from a single spell you possess by spending 3 times the XP required to gain it (minimum of 3).
  1227.  
  1228. Available Spells
  1229.  
  1230. [PURCHASED] Alarm: Wards an area for hours.
  1231. [PURCHASED] (R) Cantrips: host of minor useful powers including but not limited to – weak magic attacks, create light, create noise, weak telekinesis, arcane mark
  1232. [PURCHASED] Cunning: Subject gains bonus to Int.
  1233. [PURCHASED] Endurance: Subject gains bonus to Con.
  1234. Enfeeblement: Weakens Target.
  1235. Enlarge: creature doubles in size.
  1236. Flame Spray: short-range, multi-target fire spell
  1237. Hold Portal: Holds door shut.
  1238. Fog: Fog surrounds you.
  1239. Frostblade: Melee weapon does additional cold damage, lasts entire combat.
  1240. [PURCHASED] Grace: Subject gains bonus to Agi.
  1241. Ice Shield: Absorbs a certain amount of damage before ending, protects against physical and magical attacks, does not protect against fire
  1242. [PURCHASED] (E) Identify: Determines properties of magic item.
  1243. Knock: Opens locked or sealed door.
  1244. Lock: Magically locks a portal or chest.
  1245. Magic Missile: highly accurate, single target, low damage attack
  1246. Obscure: Masks object against scrying.
  1247. Protection from Arrows: Subject resistant to ranged attacks.
  1248. Reduce: creature halves in size.
  1249. [PURCHASED] Resist Energy: Resistant to specified energy type.
  1250. See Invisibility: Reveals invisible creatures or objects.
  1251. [PURCHASED] Shield: (self only) damage reduction and defence equal to light armour.
  1252. [PURCHASED] (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.
  1253. [PURCHASED] Speed: (self only) triples movement speed
  1254. [PURCHASED] Splendor: Subject gains bonus to Fellowship.
  1255. [PURCHASED] Strength: Subject gains bonus to Str.
  1256. [PURCHASED] (N) 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.
  1257. [PURCHASED] (N) Thunderclap: noise/light burst, highly distracting to enemies
  1258. [PURCHASED] Tongues: Speak any language.
  1259. [PURCHASED] Wisdom: Subject gains bonus to Will.
  1260. [PURCHASED] (N) Whispering Wind: Send short message miles
  1261.  
  1262. [PURCHASED] Sorcerer Magic 2: Grants access to novice spells. Costs 6XP, new spells are 2XP each, base spell cost of these spells is 2 Arcane Energy.
  1263. Available Spells
  1264.  
  1265. (E) Animate Dead: Creates undead skeletons and zombies, not automatically evil.
  1266. [PURCHASED] Arcane Sight: Magical auras become visible to you.
  1267. [PURCHASED] (N, R) Breath Weapon Alteration: Your breathe weapon deals cold, fire of electricity damage instead of acid.
  1268. [PURCHASED] (N, R) Blinding Breath Weapon: Those hit by your breath weapon attack are blinded.
  1269. [PURCHASED] Detect Scrying: Alerts you of magical eavesdropping.
  1270. [PURCHASED] Dimensional Anchor: Bars extradimensional movement.
  1271. [PURCHASED] Dimension Door: Teleport short distance.
  1272. [PURCHASED] Dispel Magic: Cancels magical spells and effects.
  1273. [PURCHASED] (N, R) Dispelling Breath Weapon: Your breath weapon disrupts magic on those it affects.
  1274. (N) Dragons Voice: Your voice takes on a resonant, authoritative tone. Gain a +5 bonus to Fellowship checks involving using your authority, or leading people.
  1275. Fireball: Area damage fire spell.
  1276. [PURCHASED] Fly: Subject flies at speed of twice land speed.
  1277. [PURCHASED] (N) Lightning Bolt: Area damage electricity spell.
  1278. [PURCHASED] (N) Martyrs Sacrifice: Stigmata open upon your body, heals all nearby allies but damages you.
  1279. (N) Perfect Beauty: Enhances your natural attractiveness to gain the attention of all those in the area, distracts everyone by making them focus on you, oblivious to other events.
  1280. [PURCHASED] Resilient Sphere: Force globe protects but traps one subject.
  1281. [PURCHASED] (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.
  1282. Scorching Ray: Blasts the enemy with rays of fire.
  1283. [PURCHASED] Scrying: Spies on subject from a distance.
  1284. [PURCHASED] Stoneskin: high damage reduction.
  1285. [PURCHASED] (N, R) Turning Breath Weapon: Undead targeted by your breath weapon are forced to flee.
  1286. Wall of Fire: Burning wall harms those who cross it.
  1287. Wall of Ice: Icy wall prevents movement.
  1288. [PURCHASED] Water Breathing: Subjects can breathe underwater.
  1289. (N) Wind Wall: Deflects arrows, smaller creatures, and gases.
  1290.  
  1291. [PURCHASED] Sorcerer Magic 3: Grants access to intermediate spells. Costs 9XP, new spells are 3XP each, base spell cost of these spells is 3 Arcane Energy.
  1292. Available Spells
  1293.  
  1294. Acid Fog: Fog deals acid damage.
  1295. [PURCHASED] (E) Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
  1296. Cone of Cold: Cone of cold damage.
  1297. [PURCHASED] Disintegrate: Makes one creature or object vanish. Deals a lot of damage.
  1298. [PURCHASED] (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.
  1299. Fabricate: Transforms raw materials into finished items.
  1300. [PURCHASED] (E) False Impression: Fools scrying and divination with a false result.
  1301. Feeblemind: Turns target into an idiot.
  1302. [PURCHASED] (E) Minor Planar Binding: Summon a magical creature to do your bidding. Casting time in hours.
  1303. [PURCHASED] (E) Permanency: Make a spell permanent, has a varying XP cost depending upon spell in question.
  1304. [PURCHASED] Probe Thoughts: Read subject’s memories.
  1305. [PURCHASED] (N, R) Sanctify!: You enhance your redeeming touch powers.
  1306. [PURCHASED] (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.
  1307. [PURCHASED] Seeming: Changes appearance of several people.
  1308. [PURCHASED] (E) 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.
  1309. [PURCHASED] Telepathic Bond: Link lets allies communicate.
  1310. [PURCHASED] True Seeing: Lets you see all things as they really are.
  1311. [PURCHASED] Wall of Force: Wall is immune to non-magical damage.
  1312.  
  1313. [PURCHASED] 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.
  1314.  
  1315. Available Spells
  1316. [PURCHASED] Antimagic Field: Negates magic within small area.
  1317. [PURCHASED] Banishment: Banishes extraplanar creatures to home plane.
  1318. [PURCHASED] Chain Lightning: Fires a powerful bolt of lightning that arcs to other targets.
  1319. Circle of Death: Kills nearby living creatures.
  1320. Contingency: Sets trigger condition for another spell.
  1321. Control Undead: Take control of undead.
  1322. (N) Control Weather: Changes weather in local area.
  1323. (E) Create Undead: Creates more powerful undead.
  1324. (N) End to Undeath: Destroys nearby undead.
  1325. (N) Fires of Heaven: Burning embers fall from the sky, striking only evil creatures in the area, this deals fire and holy damage. Long duration, wide area.
  1326. [PURCHASED] Forcecage: Cube or cage of force imprisons all inside.
  1327. [PURCHASED] Geas: Target must obey you or suffer punishment.
  1328. Insanity: Subject suffers continuous confusion. (Effect: 1-5 Time For a Tea Party, Mrs Whipple – Target acts out a fantasy, regardless of what is happening around them; 6-9 Friends are Foes – Target acts normally, but sees their allies as enemies, and vice-versa; 10-11 Where Am I? – Target does nothing as they try to figure out where they are, and what’s happening; 12-15 Aggression – Target attacks nearest available target; 16-20 Everything is Spiders – Target flees in fear, from everything)
  1329. Instant Summons: Prepared object appears in your hand.
  1330. Legend Lore: Lets you learn tales about a person, place, or thing.
  1331. Mislead: Turns you invisible and creates illusory double.
  1332. [PURCHASED] Missile Storm: Fires a large number of magic missiles at an area; number fired increases with Willpower.
  1333. [PURCHASED] Move Earth: Digs trenches and build hills.
  1334. [PURCHASED] Phase Door: Creates an invisible passage through wood or stone.
  1335. (E) Planar Binding: As minor planar binding, but more powerful creature.
  1336. [PURCHASED] (E) Plane Shift: Travel to another plane.
  1337. [PURCHASED] Prismatic Spray: Fires intertwining beams of light that have varying effects on those struck, can hit multiple targets.
  1338. [PURCHASED] Project Image: Illusory double can talk and you can cast spells through the image.
  1339. [PURCHASED] Repulsion: Creatures can’t approach you.
  1340. Sequester: Subject is invisible to sight and scrying; renders creature comatose.
  1341. (E) Simulacrum: Creates partially real double of a creature, requires blood or flesh sample.
  1342. [PURCHASED] Spell Turning: Reflect spells back at caster.
  1343. (N) Spread of Joy: All those in a large area are happy, relaxed and unwilling to fight. Does not cause ongoing combats to stop but is very effective at preventing violence. Lasts for hours.
  1344. (N) Supreme Arcane Might: For the rest of the encounter your spells are more powerful, you add +8 (rising to +10 when you get Sorcerer Magic 5) to all Willpower rolls for arcane spells, but if any single d20 for such a roll is a 1, you activate a Perils of the Arcane roll.
  1345. (N) Summon Young Dragon: Calls a young black dragon to fight at your side. The dragon is about 10ft long in size. Every extra 3 Arcane Energy summons an extra dragon.
  1346. (N) Unearthly Beauty: Those who see you will do almost anything you ask of them, weaker-willed targets will fall permanently in love with you.
  1347. Wall of Iron: Summons wall of iron.
  1348.  
  1349. [PURCHASED] Sorcerer Magic 5: Grants access to master spells. Costs 15XP, new spells are 5XP each, base spell cost of these spells is 5 Arcane Energy.
  1350.  
  1351. Available Spells
  1352. (N) Affirmation of Life: All those within the area experience very strong feelings of love, compassion and joyful ecstasy. Confers temporary immunity to mind-affecting magics as well as negative emotion effects. Some call this spell by another name ‘Instant Love Pile’.
  1353. [PURCHASED] Dimensional Lock: Teleportation and interplanar travel blocked in an area.
  1354. [PURCHASED] (E) Discern Location: Reveals exact location of creature or object.
  1355. [PURCHASED] Disjunction: Dispels magic, disenchants magic items.
  1356. Domination: Target follows your every command, permanent.
  1357. [PURCHASED] Gate: Connects two planes for travel or summoning.
  1358. (N, R) Heavens Fury: You force your angelic powers to explode outwards in a wave of holy fire. Deals massive damage to all evil creatures in the area but reduces you to 10% of your current hit points.
  1359. [PURCHASED] (E) Major Planar Binding: As minor planar binding, except very powerful creatures.
  1360. [PURCHASED] Meteor Swarm: Throws multiples flaming spheres.
  1361. [PURCHASED] Mind Blank: Subject is immune to mental/emotional magic and scrying.
  1362. Polar Ray: A bluish-white beam freezes those it touches.
  1363. Polymorph Anything: Changes any subject into anything else.
  1364. Protection from Spells: Confers +8 bonus to resist magic.
  1365. (N) Refuge: Alters item to transport its possessor to you.
  1366. Shout: Devastating yell deals sonic damage; stuns creatures, damages objects.
  1367. [PURCHASED] Soul Bind: Traps newly dead soul to prevent resurrection.
  1368. (N) Summon Adult Dragon: Calls an adult black dragon to fight at your side. The dragon is about 30ft long in size. Every extra 4 Arcane Energy summons an extra dragon.
  1369. [PURCHASED] (E) Teleportation Circle: Circle teleports any creature inside to designated spot.
  1370. (E) True Simulacrum: Creates real double of a creature. Copy is real in all respects, can age, learn, procreate etc.
  1371.  
  1372. Those with Sorcery 3 can choose to purchase the following magic-related abilities. Each costs 10XP – this cost can be reduced as though it were a spell.
  1373.  
  1374. Enchant Sorcerous Item: You can enchant magical items designed to augment a sorcerer or wizards powers (wands, staves, scrolls, gems of power etc).
  1375.  
  1376. [PURCHASED] Forge Magic Arms and Armour: You can forge magical arms and armour.
  1377.  
  1378. [PURCHASED] Craft Other Magic Items: You can create magic items that don’t fall into a specific category.
  1379.  
  1380. Any celestial Iron made by a spell deteriorates into nothing after like an hour.
  1381.  
  1382. True Angelic Magic Spells
  1383.  
  1384. Level 1: Accessible by anyone able to cast spells of the appropriate level, and having the True Angelic Magic power.
  1385. Many spells are based upon existing spells, the caster must know the base spell in order to cast the angelic version of the spell.
  1386.  
  1387. Shield -> Angelic Mirror: Damage Reduction and Magic Resistance +6; Spells negated by Magic Resistance may be reflected.
  1388. Reflection: The base chance of spells being reflected is 10% +10% per extra Arcane Energy or Divine Energy spent, to a maximum of 90%.
  1389. The caster can increase this to 100% chance of reflection (for spells negated by magic resistance), for a single spell, by spending 3 arcane or divine energy as a reaction.
  1390.  
  1391. Resist Energy -> Angelic Resistance: Imparts high resistance (20) to Fire and unholy, moderate resistance (10) to Electricity and Cold, +4 to saving throws vs Poison and immunity to Petrification.
  1392.  
  1393. Tongues -> Truespeech: All creatures within 100ft of the caster are able to communicate with each other flawlessly, including creatures which do not have languages.
  1394. Meta: Contrary to poplar fiction, trees aren't very talkative in most circumstances, even if they could be understood.
  1395.  
  1396. Strength, Grace, Endurance -> Power of the Highest: Subject gains large bonus to Str, Agi and Con.
  1397.  
  1398. Wisdom, Cunning, Splendour -> Acuity of the Highest: Subject gains large bonus to Will, Int and Fellowship.
  1399.  
  1400. Level 2: Accessible by anyone able to cast spells of the appropriate level, and having the True Angelic Magic power.
  1401.  
  1402. Scrying -> Heaven's Gaze: Let no evil go unpunished, nor any innocent meet an unjust end. This spell, once cast, marks something (this can be a creature, specific place, object or even an entire town) as being watched. While watched, this spell will automatically alert the caster if a trigger event occurs or is going to occur in the near future in regards to the marked entity. Trigger events vary on what is marked, but in general, refer to acts of great evil or threats to the marked entity. This spell may automatically cast itself even if no targets are marked if an atrocity is about to take place when the caster is in a position to prevent it, a creature of extreme evil is nearby or a person, place or object of great import to the caster is in direct and immediate danger. This automatic casting often gives little to no warning before the event begins to transpire, so it is usually better to cast the spell on targets one wishes to mark beforehand. Each mark lasts for (Willmod) years. Marks do not require reserved Arcane or Divine Energy, but only a number equal to the caster's Willmod can be maintained at once. Dispelling a mark alerts the caster immediately.
  1403.  
  1404. Scorching Ray -> Blazing Lances: Fires many rays of angelic fire which lower the Natural DR of evil creatures or the effectiveness of evil armour.
  1405.  
  1406. Stoneskin -> Anointed Flesh: Higher damage reduction. Damage reduction increases further against evil sources of damage (including most demonic natural weapons and evil magic) and applies as magic resistance against evil magic, evil spell-likes and the magic of evil creatures.
  1407.  
  1408. Level 3: Accessible by anyone able to cast spells of the appropriate level, and having the True Angelic Magic power.
  1409.  
  1410. True Seeing -> Unveil: Silver light shines forth from your eyes, dispelling illusions in your line-of-sight for all to see for some time.
  1411. Meta: Basically a lasting True Seeing effect that anyone can see on anything that comes into the casters view.
  1412.  
  1413. Wall of Force -> Wall of Divine Light: Wall is immune to non-magical damage; extremely resistant to - and sometimes reflects - magic. Evil creatures that come into contact with or attempt to teleport through the wall take Holy damage.
  1414. Reflection: Base chance of reflection is 30% +20% per extra AE/De, maximum 90% chance of reflection.
  1415.  
  1416. Forcecage -> Radiant Chains: Bind a creature in chains of light. These chains are virtually impossible to break with brute force, greatly hamper any attempts to use magic and completely negate any extra- or interdimensional travel effects that attempt to affect the target creature. Deals 3d6 nonlethal damage each round until target loses consciousness. Lasts for (Willmod) hours. These effects are magnified against evil creatures.
  1417.  
  1418. Level 4: Accessible by anyone able to cast spells of the appropriate level, and having the True Angelic Magic power.
  1419.  
  1420. Banishment -> Exile: Banishes evil extraplanar creatures. Substantially more difficult to resist than Banishment. Inflicts high holy damage, even if it fails. Nigh-impossible for a creature banished by this spell to return to the plane it was banished from for 50d4 years.
  1421.  
  1422. Circle of Death -> Circle of Life: Kills nearby undead creatures as End to Undeath; heals, cures disease, cures poison and removes ability damage from nearby living creatures.
  1423.  
  1424. End to Undeath -> Dead Again: Obliterates nearby undead - more difficult to resist, significantly higher range and larger numbers destroyed compared to End of Undeath; undead that are immune to or successfully resist this spell take severe Holy damage.
  1425.  
  1426. Phase Door -> Path of Light: Creates a passageway across space and/or dimensions through a beam of light or reflective surface, does not allow the uninvited to follow, instead repelling them and striking out with holy damage.
  1427. Meta: Now it works on the uninvited instead of just evil and can cross planes.
  1428.  
  1429. Missile Storm -> Starstorm: Fires a large number of crystalline missiles at an area; number fired increases with Willpower and Fellowship. Projectiles inflict Piercing and Holy damage.
  1430.  
  1431. Wall of Iron -> Field of Regret: Flaming spikes of Celestial Iron impale creatures in a large radius.
  1432.  
  1433. Level 5: Accessible by anyone able to cast spells of the appropriate level, and having the True Angelic Magic power.
  1434.  
  1435. Meteor Swarm -> Falling Stars: Throws six large spikes of celestial iron wreathed in holy fire. Inflicts holy, fire and piercing damage to targeted enemies, then explodes. The explosion deals extreme holy and fire damage to impaled targets and very high holy and fire damage to enemies within 60ft of a spike.
  1436.  
  1437. Shout -> Holy Song: Enhances allies, harms and weakens evil creatures, removes the influence of evil magic and tries to destroy evil magical items. Greatly lessened effect on non-evil enemies. Constant verbal component required, incompatible with Silent Spell.
  1438. Meta:
  1439. - +4 to allies
  1440. - -4 to enemies, -6 to evil creatures
  1441. - 5d6 base holy damage/round to enemies, (Mod*3) additional holy damage to evil creatures
  1442. - Lowers evil creature's Str, Con and Agi by 6
  1443. - Lowers evil creature's Wil, Int and Fel by 4
  1444. - Evil magical items make a willpower save to resist destruction, constitution save to not be weakened
  1445. - Constant Break Enchantment on any evil spell that would fall under it's purview
  1446. - Lasts for three rounds
  1447. - If you're wondering how she could still cast while singing, it's part of the song. Somehow. Magic.
  1448.  
  1449. Perils of the Arcane...
  1450.  
  1451. When casting any spell that requires a roll of a d20, if 2 of the 3 rolls are 1’s, Perils of the Arcane activates. If all 3 are 1’s, Perils activates and you have a -10 to the follow-up roll.
  1452.  
  1453. Perils of the Arcane is magic going wrong in hilarious and/or harmful ways. The spell normally fails to work upon a Perils of the Arcane roll, though sometimes they do the job, but with side-effects.
  1454.  
  1455. If perils of the arcane is activated, a further 1d20 is rolled, with no modifiers except those that specifically affect Perils of the Arcane.
  1456.  
  1457. An average of these 3 rolls is used to determine the result (fractions rounded to the nearest whole number, a result of .5 is rounded up). The results are thematic depending upon the sorcerers powers, i.e, an ice-sorcerer will have ice-related effects. We will use Sireyi as an example, as well as providing some generic ones.
  1458.  
  1459. Sireyi has several themes to her powers, so in addition to the Perils roll, a separate roll would be used to determine which theme is dominant in the Perils roll, this would be rolled before the Perils roll.
  1460.  
  1461. Sireyi themes: Storm, Angel, Black Dragon, Velya (goddess of love and joy).
  1462.  
  1463. Perils result (not all categories are of equal size, this is because an averaged result will tend towards a middle number)
  1464.  
  1465. 16-20: A minor effect, typically related to the spell effect, more annoying than harmful: Your invisibility spell turns only your clothes invisible; your fireball flies off into the sky yelling that it wants to be free and why can’t it be a cloud?; your message spell insults the recipient when it arrives.
  1466. Sireyi
  1467. (Storm) A small cloud appears several feet above your head and rains heavily for 10 minutes, following you no matter where you go.
  1468. (Angel) A heavenly light shines from you, those nearby experience feelings of warmth and contentment and affection, group hug incoming, and possible wandering hands. If this occurs in combat, hugging occurs afterwards.
  1469. (Black Dragon) You grow a layer of thin scales over your entire body. These are harmless but don’t come off naturally, you need to pull them off, like a full body wax. They don’t grow on your scalp though.
  1470. (Velya) A burst of calming energy flies outwards, no one in the area wants to fight, they’re all too chilled out. Most will simply sit down and relax. Lasts several minutes
  1471.  
  1472. 12-15: A moderate effect, typically related to the spell effect, may be harmful: Your animated rope tries to restrain you; your knock spell blows the bloody doors off; you teleport to thr wrong location, though you are not harmed.
  1473. Sireyi
  1474. (Storm) Storm winds howl around the area, throwing small items everywhere, blowing skirts up in the air, and generally being a nuisance, fragile items are broken.
  1475. (Angel) Your halo blazes with light, as do your eyes, a flaming sword appears in your hand as you prepare to render the judgement of Heaven unto all unrepentant sinners. Tales of your wrath will last a thousand year- wait, what was I doing again? You are confused for a short while after relieving memories that are not yours.
  1476. (Black Dragon) You are transformed into a hatchling black dragon for several minutes, Ebonsong is delighted at this turn of events.
  1477. (Velya) Feelings of loneliness and a desire for companionship boil within you, at the earliest opportunity you will confess your love to one of your allies. As soon as you confess, you come to your senses.
  1478.  
  1479. 10-11: A strong effect, typically unrelated to the spell that is usually harmful: shards of ice explode, harming you and your allies, thick clouds of brimstone choke those in the area; those nearby suffer from a disease.
  1480. Sireyi
  1481. (Storm) Lightning bursts out of you, hitting everyone nearby.
  1482. (Angel) Heavens fire bursts outwards, harming anyone who has trespassed against heaven (i.e. everyone, including you), does more damage to evil creatures though.
  1483. (Black Dragon) Rapacious cruelty overcomes you. For the next few minutes you will hurt those around you in any way you can. You do not attack allies, but you will say whatever you can to hurt or belittle them. You will take your time hurting your foes in combat, savouring their suffering.
  1484. (Velya) Red and white rose petals rain from the sky for several minutes, delicious smells accompany them. They can be used to make very strong love potions, or used as an aphrodisiac. Eating one raw tends to have an amusing effect, as the eater briefly becomes obsessed with the next sentient being they see.
  1485.  
  1486. 6-9: A major effect, typically unrelated to the spell that is almost always harmful: arcane power boils out of you, tearing exit holes in your flesh; you summon a hostile demon; gibbering voices chatter in your mind for days, driving you out of your wits.
  1487. Sireyi
  1488. (Storm) A small storm, barely a mile across, appears in the sky above you, storm winds and lightning scour the area before it dissipates after an hour.
  1489. (Angel) The judgement of heaven falls upon you, and finds you wanting. For the next day you are completely human and have no access to any of your angelic abilities, your appearance and colouring changes to that of a full human.
  1490. (Black Dragon) Fetid swamp water gushes from your throat and you spend the next few minutes vomiting enough water to create a small marsh, whilst doing so you are helpless. In dry terrain this marsh disappears, but if there are rivers or other water sources nearby they are diverted over the next few days to keep the swamp fed. Over time all manner of unsavoury creatures will come to live there.
  1491. (Velya) Over the next few months, all women of childbearing age within a half-mile of where you cast the spell will discover they are pregnant. The pregnancies are normal in almost every respect, except that they give birth to angel-blooded children.
  1492.  
  1493. 1-5: An effect with potentially long-term consequences, typically unrelated to the spell: Your Arcane Energy pool is permanently reduced by 1-3 points as your powers burn out; spells burn themselves from your mind and need to be relearned anew; the them or focus of your powers shift permanently.
  1494. Sireyi
  1495. (Storm) A hurricane appears above you over the course of the next few minutes and then leaves in a random direction, tearing across the world for several days.
  1496. (Angel) Your name is added to the angelic registry of Heaven, meaning clerics of sufficient power who request aid from Heaven could end up summoning you instead. The real problem is that wizards and sorcerers can summon you too, and they could ask you to do something very much against your wishes or better judgement. The registry will update in time and your name will be removed.
  1497. (Black Dragon) An adult black dragon appears next to you, looks like he was busy eating a meal, or counting his gold, either way he looks pretty pissed off to have been forcibly dragged away from what he was doing.
  1498. (Velya) Overwhelmed by feelings of lust, all those nearby grab the nearest available person or people and start engaging in sexual activity: starting with making out and moving on from there, regardless of their feelings towards one another, or even sexual preference. The effect lasts long enough to ensure that when it has worn off, everyone is too relaxed and exhausted to fight. Typically lasts 2-6 hours, if there is a group in the area, everyone goes through as many partners as possible within that time.
  1499.  
  1500. Willpower rolls by those affected can negate or mitigate the effects of these effects, though the caster normally does not get a roll to resist any side-effects.
  1501.  
  1502. Priest Magic
  1503.  
  1504. As a Paladin, Sireyi can learn Priest Magic up to level 2. This is detailed in the Adventuring Party abilities pastebin.
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