Post by wintersolstice on Oct 29, 2022 13:28:48 GMT -5
Name: Blinding Smite
Rank: 3
Parent Skill: Aura
Element: Light
Cost: 8 SP | 3 MP
TP Breakdown: Debuff – Type Defense: 12 TP | Duration; 4 TP
Drawbacks: x3 Uses/fight; +3 TP | +3 Mp Cost; +3 TP
Description: The user focuses both mana and aura into the weapon and brings it to a single point. This attack is not made for specifically just damage but major inhibiting. This focused point allows the mana to capture the light in the air and create a small flare. The Aura enforces this flare and makes it grow stronger, but only for the stricken foe. Once this force is channeled, the user slashes at the enemy to wound. The point of impact causes a blinding flashbang of energy that reduces their vision and causes their defensive maneuvers to be weakened for a short time due to the blinding burn. This focus is difficult to form in the middle of battle and is slowed each time. You also don’t want to get rid of all the light of the battlefield so limited usage is best.
Effects: Deals Rank Damage. Target suffers -1d4 to Physical Defense rolls for 1d2+1 rounds
Name: Divine Weapon
Rank: 3
Parent Skill: Aura
Element: Light
Cost: 8 SP | 3 MP
TP Breakdown: Damage/Round; 12TP | Duration; 4TP
Drawbacks: Non-Damaging; +3TP | +3 Mana cost; +3 TP
Description: The user focuses both stamina and mana into the air to form a pure mote of light. The mote radiant energy needs to be flexible and able to take any shape of the weapon or magic the target is using. The mote has to imbue itself with any type of aura or magic as well, to make it as potent and combining as possible. This mote, when combines with another force of power, turns that weapon or mana source into a divine weapon capable of unleashing a fraction of a heavenly body’s power. While it is not as strong or versatile as a smite or godly ray, this divine embracement can take even the cheapest of weapons and turn it into a force of light.
Effects: Target receives an amount of bonus damage equal to 1d8+1d4 Positive Damage/round for 1d2+1 rounds
Name: Glyph of Warding: Holy Aegis
Rank: 4
Parent Skill:
Element: Light
Cost: 12MP | 8 SP
TP Breakdown: Guard; -24 TP
Drawbacks: Cost Increase; +8 TP
Description: An advanced version of the Aegis Glyph, the user focuses the same ammount of power and energy into a frontal shield used to withstand a powerful blow. Unlike the Aegis glyph, there is an additional buffer added with aura energy to enforce the magical formation with a physical buffer to make the shield take the form of metal instead of the mana. The mana is instead redirected to an enchanted glow around the shield in the form of light, creating a holy aegis. This tires the body a significant ammount to form but the extra defense and power is noticeable, able to take an exuberant ammount of harm before the shield shatters, if it is casted correctly. It is much more efficient for its power than even the base Aegis ward, but requires the user to understand the principles of aura to cast.
Effects: Sacrifices Defense action to grant 3d8 Dr for 1 attack
Rank: 3
Parent Skill: Aura
Element: Light
Cost: 8 SP | 3 MP
TP Breakdown: Debuff – Type Defense: 12 TP | Duration; 4 TP
Drawbacks: x3 Uses/fight; +3 TP | +3 Mp Cost; +3 TP
Description: The user focuses both mana and aura into the weapon and brings it to a single point. This attack is not made for specifically just damage but major inhibiting. This focused point allows the mana to capture the light in the air and create a small flare. The Aura enforces this flare and makes it grow stronger, but only for the stricken foe. Once this force is channeled, the user slashes at the enemy to wound. The point of impact causes a blinding flashbang of energy that reduces their vision and causes their defensive maneuvers to be weakened for a short time due to the blinding burn. This focus is difficult to form in the middle of battle and is slowed each time. You also don’t want to get rid of all the light of the battlefield so limited usage is best.
Effects: Deals Rank Damage. Target suffers -1d4 to Physical Defense rolls for 1d2+1 rounds
Name: Divine Weapon
Rank: 3
Parent Skill: Aura
Element: Light
Cost: 8 SP | 3 MP
TP Breakdown: Damage/Round; 12TP | Duration; 4TP
Drawbacks: Non-Damaging; +3TP | +3 Mana cost; +3 TP
Description: The user focuses both stamina and mana into the air to form a pure mote of light. The mote radiant energy needs to be flexible and able to take any shape of the weapon or magic the target is using. The mote has to imbue itself with any type of aura or magic as well, to make it as potent and combining as possible. This mote, when combines with another force of power, turns that weapon or mana source into a divine weapon capable of unleashing a fraction of a heavenly body’s power. While it is not as strong or versatile as a smite or godly ray, this divine embracement can take even the cheapest of weapons and turn it into a force of light.
Effects: Target receives an amount of bonus damage equal to 1d8+1d4 Positive Damage/round for 1d2+1 rounds
Name: Glyph of Warding: Holy Aegis
Rank: 4
Parent Skill:
Element: Light
Cost: 12MP | 8 SP
TP Breakdown: Guard; -24 TP
Drawbacks: Cost Increase; +8 TP
Description: An advanced version of the Aegis Glyph, the user focuses the same ammount of power and energy into a frontal shield used to withstand a powerful blow. Unlike the Aegis glyph, there is an additional buffer added with aura energy to enforce the magical formation with a physical buffer to make the shield take the form of metal instead of the mana. The mana is instead redirected to an enchanted glow around the shield in the form of light, creating a holy aegis. This tires the body a significant ammount to form but the extra defense and power is noticeable, able to take an exuberant ammount of harm before the shield shatters, if it is casted correctly. It is much more efficient for its power than even the base Aegis ward, but requires the user to understand the principles of aura to cast.
Effects: Sacrifices Defense action to grant 3d8 Dr for 1 attack