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 Abjuration, School of Splendour

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Pretty Princess Shio

Pretty Princess Shio


Posts : 1371
Join date : 2010-04-21

Abjuration, School of Splendour Empty
PostSubject: Abjuration, School of Splendour   Abjuration, School of Splendour I_icon_minitimeSun Jan 13, 2019 2:41 pm

Innate Ability: Strength of Conviction

The Abjurer's Feeble Walls are upgraded to Walls, which have 8 HP.

Innate Ability: Rebuke

Whenever the Abjurer channels, after one exchange and while within [Rank] feet of a barrier,  they may absorb it into themselves. Then, the Abjurer's magic will naturally repair the barrier for 2 HP each exchange. Then, after it is repaired, the Abjurer may instantly redeploy the wall anywhere within [2 + [Rank]] feet of themselves or their Natrelmon, following the usual wall rules.

All Abjuration spells are invoked verbally and Wall spells require a somatic (movement) component to indicate where they will be placed.

Wall Rule: walls form instantly within 1 foot of self or ally, 1 second between 2 and 10 feet, and 2 seconds further out. cannot telefrag ever you little bitch

Innate Ability: Splendour

The Abjurer can overheal targets, giving them a shield that will prevent damage equal to the overhealing. The maximum value of this shield is [2 + [Rank/2]] HP.

Rank I: Chant of Mending [-]

The Abjurer chants, channeling a spell for up to ten exchanges that can target up to [Rank/2] (rounded up) entities, healing them for 1 HP at the beginning of each exchange. Whenever Chant of Mending heals a target, its healing on that target increases by an additional 1 HP. If Chant of Mending is fully channelled, it heals targets an amount equal to their maximum health.

Rank II: Effulgent Burst - 3 AP[3]

The Abjurer marks an area two feet in radius. At the beginning of the next exchange, the marked area is hit by a pillar of light that staggers all enemies within it for 1 exchange.

At Rank V, the stagger increases to 3 exchanges.

At Rank VIII, Effulgent Burst instead stuns for 5 seconds.

Rank III: Blinding Radiance - 3 AP [3]

The Abjurer creates a blinding flash of energy in a five foot radius that is either centred on the Abjurer (or their allies), or from a point chosen by the Abjurer (but takes one second to form).

The flash blinds enemies hit for 1 second.

At Rank V, the blind is increased to 2 seconds.

At Rank VIII, the radius is increased to 10 feet and the blind is increased to 3 seconds.

Rank IV: Chant of Forbearance [-]

The Abjurer channels for up to ten exchanges, causing up to [[Rank]/2] targets to ignore all debuffs they have for the duration of the chant. If the chant is channelled for ten exchanges, the targets are purified, cleansing them and rendering them immune to all debuffs that were cleansed for three exchanges.

Rank V: Encompassing Wall [2]

The user creates a dome/sphere (dome will contain a 'floor' of energy), up to [Rank] feet in radius, of powerful energy around themselves or their Natrelmon that has 16 HP. While within an Encompassing Wall, all allies benefit from the effects of Chant of Forbearance.

Encompassing Wall provides immunity from environmental effects for its duration.

Rank VI: Abjurer's Absorption [1]

The Abjurer causes one Wall to instead absorb an attack that would hit it and produce a divine symbol attuned to the element of the attack that was absorbed.

The divine symbol can be placed on any of the Abjurer's Wall spells that provide immunity from the attuned element, or applied to an ally to increase their resistance against that type by one stage.

Countering a spell with Counterspell automatically applies Abjurer's Absorption. The symbols created by this effect only last for [Rank/2] (rounded down) exchanges.

Rank VII: Chant of Radiance [-]

The Abjurer channels for up to ten exchanges, accumulating searing light within their bodies. The channel accumulates 1 damage initially, increased by 1 for each additional exchange channelled, up to a maximum of ten exchanges. If the Abjurer is interrupted, the energy erupts from their body catastrophically, dealing the accumulated damage to all entities and all walls within ten feet of the Abjurer.

The Abjurer can end the channel at any point, condensing the accumulated energy into a sphere of golden light, up to three feet in radius, that they may place anywhere within five feet of them instantly. The sphere can be commanded to move at a rate of five feet per second.

Enemies that come within six feet of a sphere cause it to detonate, dealing its damage to all enemies within 10 feet of the sphere. If more than one enemy would take damage from the sphere, they instead take half of its damage.

The sphere has HP equal to the damage stored within it. If the sphere is reduced to 0 HP, it harmlessly dissipates.

Rank VIII: Divine Intervention [1]

The Abjurer infuses a target with a golden, shimmering energy that prevents all damage they would take for 5 seconds.

Divine Intervention cannot get additional uses or free uses.

Rank IX - Infusion of Light [-]

Whenever a wall is destroyed, all allies within 10 feet of it are healed for half of its maximum HP. If the Abjurer is channelling Chant of Radiance, that healing is instead added to its damage.

Rank X - Vessel of the Spirit [-]

Vessel of the Spirit makes the Abjurer biologically immortal. They can still be killed, but always have glowing, radiant health and cannot die of old age.

In addition, resurrection can now be performed by the Vessel once every three months at cost of their benefits of Vessel of the Spirit for the next three months.

The Abjurer no longer needs to channel their Abjuration effects, but they must still chant.

The divine sigil from Abjurer's Absorption can be placed on non-Abjuration defensive magic.

Rebuke can also absorb the orbs created by Chant of Radiance.

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