Difference between revisions of "White Mage"

From Corruption of Champions II
Jump to navigation Jump to search
m
 
(18 intermediate revisions by 5 users not shown)
Line 1: Line 1:
 +
[[File:White_Mage_Icon.png|300px|upright|right|border]]
 
== Description ==
 
== Description ==
 
<blockquote>
 
<blockquote>
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 mage is one of dedication to your comrades and those you deem worthy of your protection.
+
''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.
 
 
Primary Attribute: Willpower
 
 
</blockquote>
 
</blockquote>
 
  
 
== Class Details ==
 
== Class Details ==
 
 
=== Starter Items ===
 
=== Starter Items ===
 
*[[Quarterstaff]]
 
*[[Quarterstaff]]
 
*[[Comfortable Clothes]]
 
*[[Comfortable Clothes]]
 +
*[[Plain Underwear]]
 
*[[Leather Boots]]
 
*[[Leather Boots]]
 
=== Perks ===
 
*Level 1: Healer's Hands | ''Whenever you heal someone via a power you also recover some of your own Health, equal to half your Spellpower score.''
 
*Level 3: Prayer of Warding | ''+10 bonus to Ward''
 
  
 
=== Class Affinities ===
 
=== Class Affinities ===
Line 22: Line 16:
 
*[[Toughness]]
 
*[[Toughness]]
 
*[[Presence]]
 
*[[Presence]]
 +
=== 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.
 +
{| class="wikitable sortable bordered" style="margin-left: auto; margin-right: auto; border: none; text-align:center"
 +
|-
 +
! width="150px" class="unsortable"|Name
 +
! width="150px" class="unsortable"|Starting Boost
 +
! width="150px" class="unsortable"|Affinities
 +
! width="300px" class="unsortable"|Description
 +
|-
 +
|<span id="Noble Scion"></span>'''Noble Scion'''
 +
|[[Stats#Presence|Presence]] +1
 +
|[[Stats#Presence|Presence]]<br>[[Stats#Cunning|Cunning]]<br>[[Stats#Willpower|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.
 +
|-
 +
|<span id="Hunter"></span>'''Hunter'''
 +
|[[Stats#Agility|Agility]] +1
 +
|[[Stats#Agility|Agility]]<br>[[Stats#Toughness|Toughness]]<br>[[Stats#Cunning|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.
 +
|-
 +
|<span id="Scholar"></span>'''Scholar'''
 +
|[[Stats#Cunning|Cunning]] +1
 +
|[[Stats#Cunning|Cunning]]<br>[[Stats#Willpower|Willpower]]<br>[[Stats#Presence|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.
 +
|-
 +
|<span id="Acoltye"></span>'''Acolyte'''
 +
|[[Stats#Willpower|Willpower]] +1
 +
|[[Stats#Willpower|Willpower]]<br>[[Stats#Toughness|Toughness]]<br>[[Stats#Presence|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 ===
 +
(You can only pick one level 7 perk)
 +
{| class="wikitable" style="text-align:center"
 +
! Name !! Level !! Description
 +
|-
 +
| '''[[Perks#Healer's Hands|Healer's Hands]]||1||Whenever you heal someone via a power you also recover some of your own Health, equal to half your Spellpower.
 +
|-
 +
| '''[[Perks#Prayer of Warding|Prayer of Warding]]||3||When you finish sleeping, you and your party gain a +10 bonus to Ward for 12 hours.
 +
|-
 +
| '''[[Perks#Focused Will|Focused Will]]||5||You add half your Willpower to your Magic Resistance.
 +
|-
 +
| '''Righteous Fury'''||7||Your weapons and spells deal an additional spellpower scaling Holy damage.
 +
|-
 +
| '''Overflowing Health'''||7||  Criticals with single target healing spells restore 20% of the amount healed to all other allies.
 +
|}
 +
 +
== Class Powers ==
 +
=== Starting Powers ===
 +
{| class="wikitable" style="text-align:center"
 +
|-
 +
! Name !! Type !! Tags !! Description
 +
|-
 +
| '''[[Powers#Heal|Heal]]''' || At-will || Spell<br>Healing<br>Ally || With a gentle prayer, you heal yourself or a <br>targeted ally for X% of their maximum Health, then remove any Bleeding.
 +
|-
 +
| '''[[Powers#White Fire|White Fire]]''' || Recharge<br>1 || Spell || You hurl a ray of burning radiance at a foe. <br>The bolt deals 18 + Spellpower(%) Holy damage, and 18 + Spellpower(%) Fire damage. <br>A second attack against Magic Resistance causes the target to Burn for 1 turn as well.
 +
|-
 +
| '''[[Powers#Spirit Veil|Spirit Veil]]''' || Encounter || Spell<br>Ally || You shape spiritual power into a physical barrier <br>surrounding yourself or an ally. The target gains 10 * (1 + (Spellpower / 100)) <br>Shield HP, +10 Evasion, and +15 Physical and Magic Resistance for the encounter.
 +
|}
 +
 +
=== Level 2 Powers ===
 +
{| class="wikitable" style="text-align:center"
 +
|-
 +
! Name !! Type !! Tags !! Description
 +
|-
 +
| '''[[Powers#Group Heal|Group Heal]]''' || Recharge<br>4 || Spell<br>Heal<br>Ally || You infuse not just yourself but your entire group with vital energy, <br>restoring 20% of each character's maximum Health.
 +
|-
 +
| '''[[Powers#Entropic Winds|Entropic Winds]]''' || Recharge<br>3 || Spell || You suffuse the battlefield with chill winds that weaken your foes. <br>You attack all enemies' Magic Resistance: on a hit, targets <br>take X Frost damage and become Frigid for 2 turns.
 +
|-
 +
| '''[[Powers#Blessing|Blessing]]''' || Recharge<br>3 || Spell || By invigorating your party with arcane energy, you grant all members of your party <br>a +10 bonus to Accuracy and a +100 bonus to Attack Power and <br>Spellpower on their next turn.
 +
|}
  
== Class Talents ==
+
=== Level 4 Powers ===
 +
{| class="wikitable" style="text-align:center"
 +
|-
 +
! Name !! Type !! Tags !! Description
 +
|-
 +
| '''[[Powers#Charge Weapon|Charge Weapon]]''' || At-Will || Stance<br>Spell || You charge your weapon with argent light, causing it to deal <br>(Spellpower / 2) bonus Holy damage so long as you maintain the stance. <br>On assuming the stance, deal 10 + Spellpower(%) Holy damage to all enemies.
 +
|-
 +
| '''[[Powers#Shield of Light|Shield of Light]]''' || Recharge<br>4 || Ally<br>Spell || You surround yourself or an ally in soothing light, granting <br>50 * (1 + (Spellpower / 100)) points of Shield HP and regenerating <br>20 * (1 + (Spellpower / 100)) Health each round so long as the shield lasts — up to 3 turns.
 +
|-
 +
| '''[[Powers#Smite Evil|Smite Evil]]''' || Encounter || Spell<br>Weapon<br>Melee || You infuse your weapon with radiance and make a single attack <br>with +50 Accuracy, dealing (50 * (1 +(Spellpower / 100))) bonus <br>Holy damage and recovering 20 HP for yourself and all allies on a hit.
 +
|}
  
=== Starting Talents ===
+
=== Level 6 Powers ===
*[[Heal]]
+
{| class="wikitable" style="text-align:center"
*[[White Fire]]
+
|-
*[[Spirit Veil]]
+
! Name !! Type !! Tags !! Description
 +
|-
 +
| '''[[Powers#Great Heal|Great Heal]]''' || At-will || Heal<br>Spell || With a gentle touch, you heal a target for 45% of its <br>maximum Health and cure Bleeding, Poisoned, and Burning.
 +
|-
 +
| '''[[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#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.
 +
|}
  
=== Level 2 Talents ===
+
===Ultimate===
*[[Group Heal]]
+
{| class="wikitable" style="text-align:center"
*[[Entropic Winds]]
+
|-
*[[Blessing]]
+
! Name !! Type !! Tags !! Description
 +
|-
 +
| '''[[Revive]]''' || Ultimate || Ally || You revive a fallen ally, restoring 100% of their maximum Health.
 +
|}
  
 
[[Category:Classes]]
 
[[Category:Classes]]
 +
[[Category:Wiki page status - Outdated]]

Latest revision as of 04:10, 5 February 2024

White Mage Icon.png

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

(You can only pick one level 7 perk)

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.
Righteous Fury 7 Your weapons and spells deal an additional spellpower scaling Holy damage.
Overflowing Health 7 Criticals with single target healing spells restore 20% of the amount healed to all other allies.

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 HP 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 100% of their maximum Health.