Ray Castien's Pack
Jul 26, 2022 22:05:36 GMT -5
Post by Ray Castien on Jul 26, 2022 22:05:36 GMT -5
Immunities -
Dark Damage of Any Type - Mage Slayer lvl 4
Skills -
Arcana: Light Domain - Exalted
Blade - Exalted
Tattoos -
Bull's Strength
Grafts -
Horns
Night Vision
Spells
- Light Domain
Minor Healing
Major Healing
Massive Healing
Circle Of Life - Unable to be harmed alongside any allies close by for two posts while in the circle this summons, the circle travels with you.
Inspiring Presence - For the next three post any ally affected by this spell, including you, will deal double damage with their physical attacks. (does not effect spells)
-No Domain
Sonic Bolt - This spell launches a nearly invisible and fast-moving projectile of sonic energy. When it strikes an object, it will rapidly expand in an explosion strong enough to knock someone off of their feet. This explosion is primarily sonic, and will produce a deafening roar. Those close to the boom will be deafened. Additionally, being struck by the Sonic Bolt will induce nausea in the target that lasts for several posts.
Gifts Ungiven - You target one enemy, for the next two post they are unable to use any abilities or features from a prestige class. This turns off all active effects and prevents them from being used again for the duration. This spell can only be used twice per topic.
Prestige Classes:
Acolyte lvl 1
Living Aura
All of your healing spells or abilities grow much stronger, increasing in their ability to effect you or your allies. Any healing effect you cast or use will be considered doubled, healing twice as much damage than they normally would. In addition you can target multiple targets with a single healing spell or ability, letting you mass heal in one moment.
Controlled Immunity
Gaining mastery over the human body has increased your control over your own body. You have now become resistant to poison and toxins, your body able to fend them off with ease. Any poison or toxic effect last for one turn less on you and will not effect you as much as normal.
Warlord lvl 1 & 2
Hired Help
A Warlords true power comes from the influence they impose on others, recruiting other people to do their dirty work for them. At level one you have hired a trusty minion to work for you. This minion has novice level in one martial or utility skill of your choice and comes with one item or ability from the shop related to the skill chosen. This minion gets added to your inventory as an NPC in your employ, choosing the skill and weapon upon earning of this level.
Banner Lord
The warlord often wears a symbol or sigil portraying their influence. This can come in the form of a banner worn on their person, a cloak, cape or other piece of fabric brandishing their mark or some other form of recognition of their power. The warlords own power emanates from this mark, instilling fear in those around them. A 10 foot diameter aura pulsates out from this banner, allowing the warlord to exert their influence and fear. Once activated any enemy within the range of the aura will become fearful of the warlord, unable to move towards them or take offensive actions against them for their next post. This ability can only be used once per topic.
Two for one
The warlords name and power have started to grow, more and more people aware of their presence. You have now hired a second minion to assist you in your endeavors. This minion follows the same rules as the first, having a single martial or utility skill at novice and having a single item or ability from that skills related shop. You now have two novice level minions in your employ.
Enchanting Sigil
The power of the warlords name and mark have increased, allowing you to instill and grant more power to those that follow you. You may choose one of the following runes to mark your banner with, listed below. This mark can not be changed and is always present on your banner. Any minion granted to you by this class will have their weapons enchanted with the chosen rune permanently.
Mage Slayer lvl 1 & 2 & 3 & 4
Sworn Enemy:
The mage slayer has devoted themselves to fighting off magic, regardless of their reason they have chosen to target those who would weild the arcane. If an enemy would cast a spell while you can see them, you can mark that person as your sworn enemy. For the next three post you will deal double damage with your physical and martial attacks against the marked enemy. You can not choose a new sworn enemy until the duration of the current one is over and can not have more than one at any time. If your sworn enemy cast a new spell during the duration, it will not extend the duration.
Spell Drinker:
The slayer has spent their years fighting off magic that they have now learned how to absorb magical energy and use it as their own instead. If you would take damage from a spell, regardless of its type, you can instead choose to heal yourself with that spell, causing the spell to act as a minor healing spell instead of its normal type. This will not ignore effects of a spell, just simply the damage. This feature can only be used twice per topic.
Deflecting Slice:
The slayer has learned the ins and outs of combatting spells, learning how to fight against spells that would be cast against them. You can now slice through a spell that has been cast towards you, ripping the spell in half. If an elemental spell has been cast and it has physical form, such as a fire ball, lightning bolt or wall of ice, you can cut through the spell with one of your martial weapons. This will negate the spell, rendering it useless. This can only be done twice per topic.
Spell Hex:
Mage slayers are so good at fighting spell casters that they can even prevent someone from using a spell of theirs. If someone cast a spell in your vicinity, you can hex that spell for the rest of the topic. That spell can no longer be used by anyone in the topic, regardless of who originally cast it. The first cast will still go off and have its effects take place, but for the rest of the topic that spell can no longer be used, and if it is it will simply dissipate into the void. This feature can only hex one spell a topic.
Remove Magic:
You now have the ability to end spells or remove effects that are currently effecting you. If a spells effect is currently affecting the slayer, such as a stun or a mental effect, the slayer can choose to end those effects instantly, cleaning themselves of the spell. They will still take damage from the spell but will no longer be under any of its effects. This feature can only be used twice per topic.
Elemental Immunity:
Upon gaining this feature you may choose one elemental damage type from Fire, Earth, Water, Ice, Wind, Lightning, Light or Dark. You are now permanently immune to damage from that elemental type. Spells and effects that would normally deal that elemental damage type no longer deal anything to you. However your spells and effects that would also deal that type of elemental damage no longer deal damage either. You can neither take damage or deal damage of the chosen elemental type.
Magic Mimic:
While the slayer has vowed to combat spell casters, they do understand the use for magic, and sometimes will fight fire with fire. The mage slayer can choose to copy a spell that they have seen cast against them or an ally. They now are able to cast that spell themselves even if they do not meet any requirements to cast it. They will only get a single cast of the spell, but can choose to cast it at any point in the topic. This feature can only be used twice per topic.
Spell Blade lvl 1 & lvl2 & lvl3 & lvl4
Arcane Soul:
When purchasing this class you must choose a weapon you own. That weapon becomes bonded to you, a magical link being created between you and the weapon. You must also choose an elemental damage type, and can only choose one if you posses Master level in that elements Domain. The weapon you bond with will now always do elemental damage equal to the element you chose, regardless of having an enchantment or not. This elemental damage also can not be ignored due to things like resistant or immunity, allowing your bonded weapon to always deal its damage.
Arcane Focus:
Your bonded weapon becomes a conduit for spell casting, allowing you to cast spells through the weapon regardless of domain or element. This allows you to wield the weapon as normal, but channel spells through it, weaving magic through your strikes. You can combo your physical attacks, creating a variety of effects and combos. This includes targeted spells or spells that require you to touch the target, letting you use your weapon instead. Your spell limit also increases by 5, giving you access to more spells which you can cast through your weapon.
One with the Blade:
Your bonded weapon becomes more than just a tool, it becomes apart of you. You have wielded this weapon through most of your battles and have come to rely on it to do its job. This weapon no longer hinders you, allowing you to wield it like it was apart of your own body. The bonded weapon no longer counts against your item limit, having 0 points when calculating its capacity limits.
Always There:
As your primary tool and means of combat, the bonded weapon can never stay away from you for too long, needing to be with you in combat. Your weapon can not be taken from you or forced out of your hand by spells or effects. It acts as if it is glued to your hand. Additionally if your bonded weapon is not currently in your hand, you can summon it to your hand in the blink of an eye. Regardless of where it is or what condition it is in, the weapon will return to you, ready for battle.
Elemental consumption:
Your bonded weapon has become strong, its elemental energy increasing with each and every use. It has now become resistant to its own elemental damage type, hungry to feed off of the magic of that element. You can now use your bonded weapon to absorb magical energy from spells or effects. Your weapon can target a spell that shares an elemental damage type with it, and as that spell is cast the weapon will consume it, absorbing the spell and rendering it useless. The weapon will store this spell and give its owner access to that spell for the rest of the topic. You can now cast a single use version of the absorbed spell, even if you do not own the spell. This can only be done twice per topic.
Unseen Companion:
Fusing magical energy with your bonded weapon has given you unique abilities that only the spell blade has access to. Your weapon is not just a piece of wood or metal, but is a living being and reacts to your magic. You can coat your weapon in arcane energy causing the entire weapon to become invisible, unseen by anyone who would look at it. Your weapon will remain invisible for the next two post and can not be seen for the entire duration. This allows you to attack with your weapon while confusing the enemy, and maybe catching them off guard. This can be done twice per topic.
Splintered Soul:
You may now choose a second weapon with a second elemental damage type. This weapon does not replace your original, but instead becomes a second spell blade, sharing a soul with the first. Not only do you have access to a second spell blade, but that second weapon will have all of your spell blade prestige class abilities applied to it. These weapons act as one, sharing a soul with you and able to be wielded expertly together or on their own.
Living Weapon:
Your bonded weapon gains a soul of its own, mimicking your personality and becoming one with your mind. You can now telepathically control your weapon, allowing it to hover in the air around you, attack and defend without being in your hand. You can also move it with your mind, allowing you to swing with it even if it is not in your hand. While this weapon can move on its on it can not go very far from you, having to stay relatively close to your person.
Sacrificial Bond:
Your bonded weapons have come to love you, doing everything in their power to keep you alive. If you were to die or fall unconscious the weapons will instead give their own souls, preventing you from falling in battle. If you were to be knocked out both of your bonded weapons will instead become useless, unable to be used for the rest of the topic, and instead will keep you alive and standing. Your weapons will return to you after the topic, using the time to rebuild their stamina.
Sharing Essence:
Your blade is not just a mindless weapon for slaughter, but has bonded with you, feeling and caring for you. Because of this the weapon will attempt to keep you alive, and can access its own magic when in need. The weapon can choose on its own to pump a bit of its magical essence into you, healing you of any minor or major wounds you might have sustained. This can be done without you needing to command it, letting the weapon heal you regardless of the situation. This can be done twice per topic.
Celestial lvl1, lvl2, lvl3, lvl 4
Angelic Pact:
You have made a contract with an angelic being of good. This creature of light has taken residence within your soul, bonding itself to you and granting you a portion of its power. You can allow a small portion of the celestials physical appearance to begin to bleed into yours, sometimes changing skin, eye or hair color.
Holy Gifts:
Upon unlocking this level you may choose one of the Master level spells from the Light Domain shop to purchase for free. This will allow you to buy the spell like normal, but not have to pay its cost. You can pick any of the master level spells and do not need the light domain skill to gain or use the spell.
Angelic Light:
The light within the celestial now flows through you, invigorating you and filling you with holiness. All of your physical attacks now deal light damage in addition to their normal damage types, so your sword slices, arrows strikes and hammer smashes all deal light damage, making you effective against those of evil and death.
Heavenly Infusion:
The pact you have made continues to increase, the celestial granting you more and more of its power to fight darkness with. You can allow your physical appearance to continue to change as well, looking more like the celestial each and every day. Twice per topic you can cause a ring of light, a halo, to form over top your head, basking you in a warm glow. For the next two post all minor wounds you receive from things like cuts and scratches will heal themselves and you will ignore dark based damage from spells or attacks while the halo is summoned.
Beacon of Light:
You have now have allowed the celestial the lend you most of its power, growing stronger and building its bond with you. Your physical appearance may continue to change, looking more like the celestial than yourself, gaining things like glowing eyes, radiant skin and white hair. You may also summon forth a pair of fearthery angelic wings, allowing them to sprout from your back and remain for three post. These wings will grant you the ability to fly or use them in offensive and defensive ways. After the wings duration they will return back inside you and remain dormant. You can only summon the wings once per topic.
Unwaivering Virtue:
The celestial has instilled its sense of honor within in, building your resolve and strengthening your will. You can no longer be effected by spells or skills that would attempt to force you to do anything against your will. You can not be turned againt allies, forced to flee or even injure someone you wish not to injure. You have become a bastion of goodness that no one or nothing can influence you otherwise.
Calming Aura:
Those around you begin to feel the light given off by the celestial within you. You radiate an aura that soothes others, invoking a sense of justice within them. You can target anyone who is currently under a fear affect, removing it from them and causing them to ignore it. Anyone who has been feared or forced against their will can be instantly cleansed by your presence, allowing them to continue fighting or pushing forward no matter how dire the situation may be. This feature can only be used once per topic.
Holy Avenger:
The pact has been completed, you have fused with the celestial inside you, allowing it control over your body. You may now gain any physical appearance changes, looking like the celestial for as long as you wish. The presence of light will often take over at random times, choosing to remain in control to combat evil. In addition to all of your physical damage dealing light damage, all of your spells are now effected, allowing any of your damaging spells to deal light damage in addition to its other damage types. Your light damage from either spells or attacks also ignore resistance and immunity, preventing anyone from negating your light damage.
Prevailing Justice:
Now at full power the celestial is able to influence others, spreading its aura of kindness and rightouesness throughout the environment. You can cause a wave of invigorating energy to surround you and your allies. This will relax them and also heal their bodies, allowing them to continue the fight against evil. Once per topic you can choose to create a mass healing aura, this will instantly heal you and all of your allies of all minor and major wounds. They will no longer feel tired or fatigued and will find the resolve to keep fighting. Those healed will also find themselves unable to be killed or knocked unconscious for the next two post, finding the will power to continue forward.
Weapons -
Short Sword (Short Saber) - A short (3ft) saber, often used by auxiliary units in armies. This one has a number of dings, chips, and rusted spots earned from a life of use. It's handle and scabbard are of simple leather with a white cloth tied around the scabbard near it's top.
Scimitar (Long Saber) + Double Strike - A long saber with a heavy tip meant to cleave through flesh and armour. The blade only appears when summoned from Ray's Celestial bond alongside the arm of Qil, his bonded divinity. The sword is 4 ft long, with a 3.5 ft blade with a heavy tip and strong curve. The handle is of an ivory material, a pale gold crossguard shaped like a crescent moon is attached, and the blade itself is of mirror finished silver metal.
Armor -
Holy Buckler(Boomer Buckler) - A buckler strapped to the left wrist that is able to be thrown, it will block a projectile or attack and enemy before returning to the hand like a boomerang. In appearance it is made up of the pale golden scales that manifest as Qil's divine influence is released by Ray during combat. Glowing a soft light as it is wielded due to being empowered by holy energy.
Items -
Belt Of Giant Size - Allows me to grow up to four times my height (20-30ft) and my items grow with me. I am slightly slower while in this form.
Rime Mantle - The Rime Mantle is a relic of ages past, used by the first people of the Pale City long before the Dark elves called it home. These stark white almost translucent cloaks conceal the wearer perfectly in any snowy environment, and can be hardened at will with a small input of the wearers Mana, giving them an almost steel like cloak to block physical attacks with. The cloak can only be activated twice per topic and last for two post.
Dancing Chain - A six foot long solid steel chain lightly coated in ice and gives of a faint cold sensation. This chain is animated and will slowly float around the owner with a mind of its own. This chain can not be used to attack with but can be summoned to defend its owner, floating in front of an offensive physical attack, such as an arrow or a sword slash. The Chain can block one attack before having to recover for three post. Can only have two chains out at one time.
Simple Silver Wedding Bands - 2
A small thin journal
A religious text - "Wanderer's Blessings"
Dark Damage of Any Type - Mage Slayer lvl 4
Skills -
Arcana: Light Domain - Exalted
Blade - Exalted
Tattoos -
Bull's Strength
Grafts -
Horns
Night Vision
Spells
- Light Domain
Minor Healing
Major Healing
Massive Healing
Circle Of Life - Unable to be harmed alongside any allies close by for two posts while in the circle this summons, the circle travels with you.
Inspiring Presence - For the next three post any ally affected by this spell, including you, will deal double damage with their physical attacks. (does not effect spells)
-No Domain
Sonic Bolt - This spell launches a nearly invisible and fast-moving projectile of sonic energy. When it strikes an object, it will rapidly expand in an explosion strong enough to knock someone off of their feet. This explosion is primarily sonic, and will produce a deafening roar. Those close to the boom will be deafened. Additionally, being struck by the Sonic Bolt will induce nausea in the target that lasts for several posts.
Gifts Ungiven - You target one enemy, for the next two post they are unable to use any abilities or features from a prestige class. This turns off all active effects and prevents them from being used again for the duration. This spell can only be used twice per topic.
Prestige Classes:
Acolyte lvl 1
Living Aura
All of your healing spells or abilities grow much stronger, increasing in their ability to effect you or your allies. Any healing effect you cast or use will be considered doubled, healing twice as much damage than they normally would. In addition you can target multiple targets with a single healing spell or ability, letting you mass heal in one moment.
Controlled Immunity
Gaining mastery over the human body has increased your control over your own body. You have now become resistant to poison and toxins, your body able to fend them off with ease. Any poison or toxic effect last for one turn less on you and will not effect you as much as normal.
Warlord lvl 1 & 2
Hired Help
A Warlords true power comes from the influence they impose on others, recruiting other people to do their dirty work for them. At level one you have hired a trusty minion to work for you. This minion has novice level in one martial or utility skill of your choice and comes with one item or ability from the shop related to the skill chosen. This minion gets added to your inventory as an NPC in your employ, choosing the skill and weapon upon earning of this level.
Banner Lord
The warlord often wears a symbol or sigil portraying their influence. This can come in the form of a banner worn on their person, a cloak, cape or other piece of fabric brandishing their mark or some other form of recognition of their power. The warlords own power emanates from this mark, instilling fear in those around them. A 10 foot diameter aura pulsates out from this banner, allowing the warlord to exert their influence and fear. Once activated any enemy within the range of the aura will become fearful of the warlord, unable to move towards them or take offensive actions against them for their next post. This ability can only be used once per topic.
Two for one
The warlords name and power have started to grow, more and more people aware of their presence. You have now hired a second minion to assist you in your endeavors. This minion follows the same rules as the first, having a single martial or utility skill at novice and having a single item or ability from that skills related shop. You now have two novice level minions in your employ.
Enchanting Sigil
The power of the warlords name and mark have increased, allowing you to instill and grant more power to those that follow you. You may choose one of the following runes to mark your banner with, listed below. This mark can not be changed and is always present on your banner. Any minion granted to you by this class will have their weapons enchanted with the chosen rune permanently.
Mage Slayer lvl 1 & 2 & 3 & 4
Sworn Enemy:
The mage slayer has devoted themselves to fighting off magic, regardless of their reason they have chosen to target those who would weild the arcane. If an enemy would cast a spell while you can see them, you can mark that person as your sworn enemy. For the next three post you will deal double damage with your physical and martial attacks against the marked enemy. You can not choose a new sworn enemy until the duration of the current one is over and can not have more than one at any time. If your sworn enemy cast a new spell during the duration, it will not extend the duration.
Spell Drinker:
The slayer has spent their years fighting off magic that they have now learned how to absorb magical energy and use it as their own instead. If you would take damage from a spell, regardless of its type, you can instead choose to heal yourself with that spell, causing the spell to act as a minor healing spell instead of its normal type. This will not ignore effects of a spell, just simply the damage. This feature can only be used twice per topic.
Deflecting Slice:
The slayer has learned the ins and outs of combatting spells, learning how to fight against spells that would be cast against them. You can now slice through a spell that has been cast towards you, ripping the spell in half. If an elemental spell has been cast and it has physical form, such as a fire ball, lightning bolt or wall of ice, you can cut through the spell with one of your martial weapons. This will negate the spell, rendering it useless. This can only be done twice per topic.
Spell Hex:
Mage slayers are so good at fighting spell casters that they can even prevent someone from using a spell of theirs. If someone cast a spell in your vicinity, you can hex that spell for the rest of the topic. That spell can no longer be used by anyone in the topic, regardless of who originally cast it. The first cast will still go off and have its effects take place, but for the rest of the topic that spell can no longer be used, and if it is it will simply dissipate into the void. This feature can only hex one spell a topic.
Remove Magic:
You now have the ability to end spells or remove effects that are currently effecting you. If a spells effect is currently affecting the slayer, such as a stun or a mental effect, the slayer can choose to end those effects instantly, cleaning themselves of the spell. They will still take damage from the spell but will no longer be under any of its effects. This feature can only be used twice per topic.
Elemental Immunity:
Upon gaining this feature you may choose one elemental damage type from Fire, Earth, Water, Ice, Wind, Lightning, Light or Dark. You are now permanently immune to damage from that elemental type. Spells and effects that would normally deal that elemental damage type no longer deal anything to you. However your spells and effects that would also deal that type of elemental damage no longer deal damage either. You can neither take damage or deal damage of the chosen elemental type.
Magic Mimic:
While the slayer has vowed to combat spell casters, they do understand the use for magic, and sometimes will fight fire with fire. The mage slayer can choose to copy a spell that they have seen cast against them or an ally. They now are able to cast that spell themselves even if they do not meet any requirements to cast it. They will only get a single cast of the spell, but can choose to cast it at any point in the topic. This feature can only be used twice per topic.
Spell Blade lvl 1 & lvl2 & lvl3 & lvl4
Arcane Soul:
When purchasing this class you must choose a weapon you own. That weapon becomes bonded to you, a magical link being created between you and the weapon. You must also choose an elemental damage type, and can only choose one if you posses Master level in that elements Domain. The weapon you bond with will now always do elemental damage equal to the element you chose, regardless of having an enchantment or not. This elemental damage also can not be ignored due to things like resistant or immunity, allowing your bonded weapon to always deal its damage.
Arcane Focus:
Your bonded weapon becomes a conduit for spell casting, allowing you to cast spells through the weapon regardless of domain or element. This allows you to wield the weapon as normal, but channel spells through it, weaving magic through your strikes. You can combo your physical attacks, creating a variety of effects and combos. This includes targeted spells or spells that require you to touch the target, letting you use your weapon instead. Your spell limit also increases by 5, giving you access to more spells which you can cast through your weapon.
One with the Blade:
Your bonded weapon becomes more than just a tool, it becomes apart of you. You have wielded this weapon through most of your battles and have come to rely on it to do its job. This weapon no longer hinders you, allowing you to wield it like it was apart of your own body. The bonded weapon no longer counts against your item limit, having 0 points when calculating its capacity limits.
Always There:
As your primary tool and means of combat, the bonded weapon can never stay away from you for too long, needing to be with you in combat. Your weapon can not be taken from you or forced out of your hand by spells or effects. It acts as if it is glued to your hand. Additionally if your bonded weapon is not currently in your hand, you can summon it to your hand in the blink of an eye. Regardless of where it is or what condition it is in, the weapon will return to you, ready for battle.
Elemental consumption:
Your bonded weapon has become strong, its elemental energy increasing with each and every use. It has now become resistant to its own elemental damage type, hungry to feed off of the magic of that element. You can now use your bonded weapon to absorb magical energy from spells or effects. Your weapon can target a spell that shares an elemental damage type with it, and as that spell is cast the weapon will consume it, absorbing the spell and rendering it useless. The weapon will store this spell and give its owner access to that spell for the rest of the topic. You can now cast a single use version of the absorbed spell, even if you do not own the spell. This can only be done twice per topic.
Unseen Companion:
Fusing magical energy with your bonded weapon has given you unique abilities that only the spell blade has access to. Your weapon is not just a piece of wood or metal, but is a living being and reacts to your magic. You can coat your weapon in arcane energy causing the entire weapon to become invisible, unseen by anyone who would look at it. Your weapon will remain invisible for the next two post and can not be seen for the entire duration. This allows you to attack with your weapon while confusing the enemy, and maybe catching them off guard. This can be done twice per topic.
Splintered Soul:
You may now choose a second weapon with a second elemental damage type. This weapon does not replace your original, but instead becomes a second spell blade, sharing a soul with the first. Not only do you have access to a second spell blade, but that second weapon will have all of your spell blade prestige class abilities applied to it. These weapons act as one, sharing a soul with you and able to be wielded expertly together or on their own.
Living Weapon:
Your bonded weapon gains a soul of its own, mimicking your personality and becoming one with your mind. You can now telepathically control your weapon, allowing it to hover in the air around you, attack and defend without being in your hand. You can also move it with your mind, allowing you to swing with it even if it is not in your hand. While this weapon can move on its on it can not go very far from you, having to stay relatively close to your person.
Sacrificial Bond:
Your bonded weapons have come to love you, doing everything in their power to keep you alive. If you were to die or fall unconscious the weapons will instead give their own souls, preventing you from falling in battle. If you were to be knocked out both of your bonded weapons will instead become useless, unable to be used for the rest of the topic, and instead will keep you alive and standing. Your weapons will return to you after the topic, using the time to rebuild their stamina.
Sharing Essence:
Your blade is not just a mindless weapon for slaughter, but has bonded with you, feeling and caring for you. Because of this the weapon will attempt to keep you alive, and can access its own magic when in need. The weapon can choose on its own to pump a bit of its magical essence into you, healing you of any minor or major wounds you might have sustained. This can be done without you needing to command it, letting the weapon heal you regardless of the situation. This can be done twice per topic.
Celestial lvl1, lvl2, lvl3, lvl 4
Angelic Pact:
You have made a contract with an angelic being of good. This creature of light has taken residence within your soul, bonding itself to you and granting you a portion of its power. You can allow a small portion of the celestials physical appearance to begin to bleed into yours, sometimes changing skin, eye or hair color.
Holy Gifts:
Upon unlocking this level you may choose one of the Master level spells from the Light Domain shop to purchase for free. This will allow you to buy the spell like normal, but not have to pay its cost. You can pick any of the master level spells and do not need the light domain skill to gain or use the spell.
Angelic Light:
The light within the celestial now flows through you, invigorating you and filling you with holiness. All of your physical attacks now deal light damage in addition to their normal damage types, so your sword slices, arrows strikes and hammer smashes all deal light damage, making you effective against those of evil and death.
Heavenly Infusion:
The pact you have made continues to increase, the celestial granting you more and more of its power to fight darkness with. You can allow your physical appearance to continue to change as well, looking more like the celestial each and every day. Twice per topic you can cause a ring of light, a halo, to form over top your head, basking you in a warm glow. For the next two post all minor wounds you receive from things like cuts and scratches will heal themselves and you will ignore dark based damage from spells or attacks while the halo is summoned.
Beacon of Light:
You have now have allowed the celestial the lend you most of its power, growing stronger and building its bond with you. Your physical appearance may continue to change, looking more like the celestial than yourself, gaining things like glowing eyes, radiant skin and white hair. You may also summon forth a pair of fearthery angelic wings, allowing them to sprout from your back and remain for three post. These wings will grant you the ability to fly or use them in offensive and defensive ways. After the wings duration they will return back inside you and remain dormant. You can only summon the wings once per topic.
Unwaivering Virtue:
The celestial has instilled its sense of honor within in, building your resolve and strengthening your will. You can no longer be effected by spells or skills that would attempt to force you to do anything against your will. You can not be turned againt allies, forced to flee or even injure someone you wish not to injure. You have become a bastion of goodness that no one or nothing can influence you otherwise.
Calming Aura:
Those around you begin to feel the light given off by the celestial within you. You radiate an aura that soothes others, invoking a sense of justice within them. You can target anyone who is currently under a fear affect, removing it from them and causing them to ignore it. Anyone who has been feared or forced against their will can be instantly cleansed by your presence, allowing them to continue fighting or pushing forward no matter how dire the situation may be. This feature can only be used once per topic.
Holy Avenger:
The pact has been completed, you have fused with the celestial inside you, allowing it control over your body. You may now gain any physical appearance changes, looking like the celestial for as long as you wish. The presence of light will often take over at random times, choosing to remain in control to combat evil. In addition to all of your physical damage dealing light damage, all of your spells are now effected, allowing any of your damaging spells to deal light damage in addition to its other damage types. Your light damage from either spells or attacks also ignore resistance and immunity, preventing anyone from negating your light damage.
Prevailing Justice:
Now at full power the celestial is able to influence others, spreading its aura of kindness and rightouesness throughout the environment. You can cause a wave of invigorating energy to surround you and your allies. This will relax them and also heal their bodies, allowing them to continue the fight against evil. Once per topic you can choose to create a mass healing aura, this will instantly heal you and all of your allies of all minor and major wounds. They will no longer feel tired or fatigued and will find the resolve to keep fighting. Those healed will also find themselves unable to be killed or knocked unconscious for the next two post, finding the will power to continue forward.
Weapons -
Short Sword (Short Saber) - A short (3ft) saber, often used by auxiliary units in armies. This one has a number of dings, chips, and rusted spots earned from a life of use. It's handle and scabbard are of simple leather with a white cloth tied around the scabbard near it's top.
Scimitar (Long Saber) + Double Strike - A long saber with a heavy tip meant to cleave through flesh and armour. The blade only appears when summoned from Ray's Celestial bond alongside the arm of Qil, his bonded divinity. The sword is 4 ft long, with a 3.5 ft blade with a heavy tip and strong curve. The handle is of an ivory material, a pale gold crossguard shaped like a crescent moon is attached, and the blade itself is of mirror finished silver metal.
Armor -
Holy Buckler(Boomer Buckler) - A buckler strapped to the left wrist that is able to be thrown, it will block a projectile or attack and enemy before returning to the hand like a boomerang. In appearance it is made up of the pale golden scales that manifest as Qil's divine influence is released by Ray during combat. Glowing a soft light as it is wielded due to being empowered by holy energy.
Items -
Belt Of Giant Size - Allows me to grow up to four times my height (20-30ft) and my items grow with me. I am slightly slower while in this form.
Rime Mantle - The Rime Mantle is a relic of ages past, used by the first people of the Pale City long before the Dark elves called it home. These stark white almost translucent cloaks conceal the wearer perfectly in any snowy environment, and can be hardened at will with a small input of the wearers Mana, giving them an almost steel like cloak to block physical attacks with. The cloak can only be activated twice per topic and last for two post.
Dancing Chain - A six foot long solid steel chain lightly coated in ice and gives of a faint cold sensation. This chain is animated and will slowly float around the owner with a mind of its own. This chain can not be used to attack with but can be summoned to defend its owner, floating in front of an offensive physical attack, such as an arrow or a sword slash. The Chain can block one attack before having to recover for three post. Can only have two chains out at one time.
Simple Silver Wedding Bands - 2
A small thin journal
A religious text - "Wanderer's Blessings"