Post by Shonn Bayerleyn on Mar 30, 2013 18:59:17 GMT -5
Faith - Retribution
Paladin and Cleric only.
Name: Self Epuration
Miminum Skill: 1
Spell Test: 40
Focus Test: 35
Effect: Allow the paladin to cleanse himself of any poison, disease, taint, curse, etc, affecting him directly as long as the paladin is in control of his actions..[/color]
Time: 1
Name: Blessed Weapon
Miminum Skill: 1
Spell Test: 40
Focus Test: 35
Effect: Deals 1 additional damage against Undead / Unliving / Demonic creatures. Also allows to strike ethereal creatures.
Time: 1, lasts the whole combat.
(Yes, it is the same as the Cleric level 2 spell. It's simply easier for an offensive oriented paladin.)
Name: Truesight
Miminum Skill: 2
Spell Test: 50
Focus Test: 50
Effect: The paladin can see through illusions, mirages, etcetera, unless the power of the caster heavily outweights the paladin.[/color]
Time: 1, lasts 3 rounds.
Name: Avenging Wrath
Miminum Skill: 2
Spell Test: -
Focus Test: 60
Effect: This spell automatically succeds if and only if a group member is unconscious / bleeding to death (0 HP or less) and incapable of acting. The paladin earns 2 Melee and 1 Strength for the duration. (Stacks with other empowerments)[/color]
Time: Instant, lasts up to 3 rounds.
Name: Valiance
Miminum Skill: 3
Spell Test: 70
Focus Test: 60
Effect: The Paladin shapes in front of him - and only the front of him - a pristine shield of light, blocking all ranged attacks and projectiles but not melee attacks, absorbing up to 10 HP of damage. This shield cannot be healed.[/color]
Time: 1, lasts 3 rounds.
Name: Guidance
Miminum Skill: 3
Spell Test: 60
Focus Test: 60
Effect: The Light guides the paladin hand. Whichever is the melee roll outcome, the paladin adds 1 hit landed on the foe to the result.[/color]
Time: Instant
Name: Tenacity
Miminum Skill: 4
Spell Test: 70
Focus Test: 70
Effect: The paladin adds his Will to his Melee and Strength for one round. (Stacks with other empowerments)[/color]
Time: Instant
Name: Rectitude
Miminum Skill: 4
Spell Test: 80
Focus Test: 80
Effect: The paladin surrounds himself of a brilliant armour - yes he would sparkle in Light, very well spottable - to add a temporary Armour equal to the paladin's current Faith-Retribution.[/color]
Time: 1, lasts 5 rounds.
Name: Divine Purpose
Miminum Skill: 5
Spell Test: 95
Focus Test: 70
Effect: The paladin sets a purpose for himself - rescue a companion in difficulty, take an item in sight, best a specific foe, etc - and until the purpose is forfilled the paladin does not resent of any form of malus - but has still to undergo regular Endurance tests, passes automatically all Will tests, and earns 2 Melee, 1 Fate and 1 Resolve to use. Said that, each and every action must be aimed to accomplish as soon as possible the picked purpose, in the most direct way as long as it is not suicidal. The DM will decide what the paladin will do under the effect of Divine Purpose. (Example, purpose is take down a foe to the other side of a river. The paladin will try to cross the river, or to chop a tree down if the tree can be used as bridge, etcetera. The paladin won't roam afar to seek a pre-build bridge. The paladin could try to remove armour even and challenge the currents by swimming. The paladin can even turn againt allies trying to prevent him to forfill his preset task and is unable to flee.) [/color]
Time: 1.
Name: Battle Hymn
Miminum Skill: 5
Spell Test: 80
Focus Test: 70
Effect: The paladin chants as he fights. The whole group is bolstered by the chanting, making fighters fight better, shooters aim keener, casters drawing their energies deeper. Fighters add 1 to their Melee, rangeds 1 to their Ranged, Casters 1 to their Magic / Faith. The paladin adds 1 to his Melee. For the others the highest of these three stats is picked. (Which means if Battle Hymn is successful, the next round a Caster with Magic 1, can cast a Minimum Skill 2 spell. But if the focus test fails, as Hymn lasts one round, the Caster will be with 0 Magic then). [/color]
Time: Instant. Takes effect the next round.
Paladin and Cleric only.
Name: Self Epuration
Miminum Skill: 1
Spell Test: 40
Focus Test: 35
Effect: Allow the paladin to cleanse himself of any poison, disease, taint, curse, etc, affecting him directly as long as the paladin is in control of his actions..[/color]
Time: 1
Name: Blessed Weapon
Miminum Skill: 1
Spell Test: 40
Focus Test: 35
Effect: Deals 1 additional damage against Undead / Unliving / Demonic creatures. Also allows to strike ethereal creatures.
Time: 1, lasts the whole combat.
(Yes, it is the same as the Cleric level 2 spell. It's simply easier for an offensive oriented paladin.)
Name: Truesight
Miminum Skill: 2
Spell Test: 50
Focus Test: 50
Effect: The paladin can see through illusions, mirages, etcetera, unless the power of the caster heavily outweights the paladin.[/color]
Time: 1, lasts 3 rounds.
Name: Avenging Wrath
Miminum Skill: 2
Spell Test: -
Focus Test: 60
Effect: This spell automatically succeds if and only if a group member is unconscious / bleeding to death (0 HP or less) and incapable of acting. The paladin earns 2 Melee and 1 Strength for the duration. (Stacks with other empowerments)[/color]
Time: Instant, lasts up to 3 rounds.
Name: Valiance
Miminum Skill: 3
Spell Test: 70
Focus Test: 60
Effect: The Paladin shapes in front of him - and only the front of him - a pristine shield of light, blocking all ranged attacks and projectiles but not melee attacks, absorbing up to 10 HP of damage. This shield cannot be healed.[/color]
Time: 1, lasts 3 rounds.
Name: Guidance
Miminum Skill: 3
Spell Test: 60
Focus Test: 60
Effect: The Light guides the paladin hand. Whichever is the melee roll outcome, the paladin adds 1 hit landed on the foe to the result.[/color]
Time: Instant
Name: Tenacity
Miminum Skill: 4
Spell Test: 70
Focus Test: 70
Effect: The paladin adds his Will to his Melee and Strength for one round. (Stacks with other empowerments)[/color]
Time: Instant
Name: Rectitude
Miminum Skill: 4
Spell Test: 80
Focus Test: 80
Effect: The paladin surrounds himself of a brilliant armour - yes he would sparkle in Light, very well spottable - to add a temporary Armour equal to the paladin's current Faith-Retribution.[/color]
Time: 1, lasts 5 rounds.
Name: Divine Purpose
Miminum Skill: 5
Spell Test: 95
Focus Test: 70
Effect: The paladin sets a purpose for himself - rescue a companion in difficulty, take an item in sight, best a specific foe, etc - and until the purpose is forfilled the paladin does not resent of any form of malus - but has still to undergo regular Endurance tests, passes automatically all Will tests, and earns 2 Melee, 1 Fate and 1 Resolve to use. Said that, each and every action must be aimed to accomplish as soon as possible the picked purpose, in the most direct way as long as it is not suicidal. The DM will decide what the paladin will do under the effect of Divine Purpose. (Example, purpose is take down a foe to the other side of a river. The paladin will try to cross the river, or to chop a tree down if the tree can be used as bridge, etcetera. The paladin won't roam afar to seek a pre-build bridge. The paladin could try to remove armour even and challenge the currents by swimming. The paladin can even turn againt allies trying to prevent him to forfill his preset task and is unable to flee.) [/color]
Time: 1.
Name: Battle Hymn
Miminum Skill: 5
Spell Test: 80
Focus Test: 70
Effect: The paladin chants as he fights. The whole group is bolstered by the chanting, making fighters fight better, shooters aim keener, casters drawing their energies deeper. Fighters add 1 to their Melee, rangeds 1 to their Ranged, Casters 1 to their Magic / Faith. The paladin adds 1 to his Melee. For the others the highest of these three stats is picked. (Which means if Battle Hymn is successful, the next round a Caster with Magic 1, can cast a Minimum Skill 2 spell. But if the focus test fails, as Hymn lasts one round, the Caster will be with 0 Magic then). [/color]
Time: Instant. Takes effect the next round.