Difference between revisions of "White Mage"
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| '''[[Powers#Holy Ward|Holy Ward]]''' || At-will || Stance<br>Heal<br>Spell || You weave a holy ward around an ally, granting the target a <br>+20 bonus to Mental, Magical, and Physical Resistances, and regenerating <br>X Health every turn. When you first enter the stance, the target is healed for ???. | | '''[[Powers#Holy Ward|Holy Ward]]''' || At-will || Stance<br>Heal<br>Spell || You weave a holy ward around an ally, granting the target a <br>+20 bonus to Mental, Magical, and Physical Resistances, and regenerating <br>X Health every turn. When you first enter the stance, the target is healed for ???. | ||
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− | | '''[[Powers#Celestial Smite|Celestial Smite]]''' || Recharge<br>4 || Spell || You summon a brilliant bolt of lightning from above, striking <br>at a target's Magic Resistance for 40 + Spellpower(%) Storm and <br>40 + Spellpower(%) Holy damage. If the target has a weakness against either damage type, it is also Stunned for a round. | + | | '''[[Powers#Celestial Smite|Celestial Smite]]''' || Recharge<br>4 || Spell || You summon a brilliant bolt of lightning from above, striking <br>at a target's Magic Resistance for 40 + Spellpower(%) Storm and <br>40 + Spellpower(%) Holy damage. If the target has a weakness <br>against either damage type, it is also Stunned for a round. |
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Revision as of 17:11, 30 June 2022
Description
Scholars of the occult who dedicate themselves to the healing and preservation of others, white mages study the magic granted to mortals by the gods long ago. as a white mage, you can use your magic to shield your allies from harm, heal their wounds, and to attune with nature for your defense. Maintaining the willpower to harness and control your magic is critical, but in the dangerous Frost Marches, you'll rely on your toughness and presence more and more to keep your party together. The life of a white magic is one of dedication to your comrades and those you deem worthy of your protection.
Class Details
Starter Items
Class Affinities
Background
Backgrounds will increase your starting attributes, and some NPCs may either know you or have special interactions with you based on the background you pick.
Name | Starting Boost | Affinities | Description |
---|---|---|---|
Noble Scion | Presence +1 | Presence Cunning Willpower |
You're the youngest child of a noble family, with all the pampering and prestige that entails — not to mention training in arts of magic or battle to your hearts' content. As the youngest child, though, you had little hope of inheriting power and so now seek your own fortunes on the frontier. Your noble upbringing imparts a bonus to Presence. |
Hunter | Agility +1 | Agility Toughness Cunning |
You were born and raised in the wilderness of the northlands, surviving by your skill with a bow and your attunement with nature. Like you, your parents were adventurers, and left early in your life. You're used to living alone — you're quick, quiet, and fleet of foot after years of living in arboreal solitude. Your life as a hunter has given you greater Agility. |
Scholar | Cunning +1 | Cunning Willpower Presence |
You were trained in the highest institutes of education in the south, which emulate the legendary colleges of ancient Belhar. The constraints of academia grated against you, however, and eventually you had to strike out on your own. Your rich classical education covered the basics of all manner of scholarly pursuits and the secrets of magic, granting a bonus to your Cunning. |
Acolyte | Willpower +1 | Willpower Toughness Presence |
You were raised in a monastery of the Living Gods, trained in religious ceremony, scholarly pursuits, and the ways of healing magics. You eventually left your order to bring your knowledge and skills to the frontier, eager to help those far from the light of civilization. Your magical training grants you a bonus to Willpower. |
Perks
Name | Level | Description |
---|---|---|
Healer's Hands | 1 | Whenever you heal someone via a power you also recover some of your own Health, equal to half your Spellpower. |
Prayer of Warding | 3 | When you finish sleeping, you and your party gain a +10 bonus to Ward for 12 hours. |
Focused Will | 5 | You add half your Willpower to your Magic Resistance. |
Class Powers
Starting Powers
Name | Type | Tags | Description |
---|---|---|---|
Heal | At-will | Spell Healing Ally |
With a gentle prayer, you heal yourself or a targeted ally for X% of their maximum Health, then remove any Bleeding. |
White Fire | Recharge 1 |
Spell | You hurl a ray of burning radiance at a foe. The bolt deals 18 + Spellpower(%) Holy damage, and 18 + Spellpower(%) Fire damage. A second attack against Magic Resistance causes the target to Burn for 1 turn as well. |
Spirit Veil | Encounter | Spell Ally |
You shape spiritual power into a physical barrier surrounding yourself or an ally. The target gains 10 * (1 + (Spellpower / 100)) Shield HP, +10 Evasion, and +15 Physical and Magic Resistance for the encounter. |
Level 2 Powers
Name | Type | Tags | Description |
---|---|---|---|
Group Heal | Recharge 4 |
Spell Heal Ally |
You infuse not just yourself but your entire group with vital energy, restoring 20% of each character's maximum Health. |
Entropic Winds | Recharge 3 |
Spell | You suffuse the battlefield with chill winds that weaken your foes. You attack all enemies' Magic Resistance: on a hit, targets take X Frost damage and become Frigid for 2 turns. |
Blessing | Recharge 3 |
Spell | By invigorating your party with arcane energy, you grant all members of your party a +10 bonus to Accuracy and a +100 bonus to Attack Power and Spellpower on their next turn. |
Level 4 Powers
Name | Type | Tags | Description |
---|---|---|---|
Charge Weapon | At-Will | Stance Spell |
You charge your weapon with argent light, causing it to deal (Spellpower / 2) bonus Holy damage so long as you maintain the stance. On assuming the stance, deal 10 + Spellpower(%) Holy damage to all enemies. |
Shield of Light | Recharge 4 |
Ally Spell |
You surround yourself or an ally in soothing light, granting 50 * (1 + (Spellpower / 100)) points of Shield HP and regenerating 20 * (1 + (Spellpower / 100)) Health each round so long as the shield lasts — up to 3 turns. |
Smite Evil | Encounter | Spell Weapon Melee |
You infuse your weapon with radiance and make a single attack with +50 Accuracy, dealing (50 * (1 +(Spellpower / 100))) bonus Holy damage and recovering 20 Resolve for yourself and all allies on a hit. |
Level 6 Powers
Name | Type | Tags | Description |
---|---|---|---|
Great Heal | At-will | Heal Spell |
With a gentle touch, you heal a target for 45% of its maximum Health and cure Bleeding, Poisoned, and Burning. |
Holy Ward | At-will | Stance Heal Spell |
You weave a holy ward around an ally, granting the target a +20 bonus to Mental, Magical, and Physical Resistances, and regenerating X Health every turn. When you first enter the stance, the target is healed for ???. |
Celestial Smite | Recharge 4 |
Spell | You summon a brilliant bolt of lightning from above, striking at a target's Magic Resistance for 40 + Spellpower(%) Storm and 40 + Spellpower(%) Holy damage. If the target has a weakness against either damage type, it is also Stunned for a round. |
Ultimate
Name | Type | Tags | Description |
---|---|---|---|
Revive | Ultimate | Ally | You revive a fallen ally, restoring 25 Resolve and 100% of their maximum Health. |