Light is coming back to the world. I hope it comes back metaphorically too. The light arcane school was introduced here a while ago; this is its occultist version.
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Light Implements
Light implements are items related to light, reflections, color, clarity, and enlightenment. Divination, enchantment, evocation, and illusion are the most common powers associated with light.
Implement(s): Amulet, candle, gem, holy symbol, lantern, orb, prism, torch, weapon.
Resonant Power(s): Each time the occultist invests mental focus into a light implement, the implement grants the following resonant power. The implement’s bearer gains the benefits of this power until the occultist refreshes his focus.
Illumination (Su): The implement sheds normal light in a radius of 10 ft. for every 2 points of mental focus invested in it, up to a maximum equal to 10 ft. x the occultist’s level, and increases light by one step for an additional 20 ft. around this area. If the occultist is at least 13th level and stores at least 12 points of mental focus in it, the implement creates brightest light around itself instead.
Base Focus Power: All occultists who learn to use light implements gain the following focus power.
Ray of Light (Sp): As a standard action that provokes attacks of opportunity, you can expend 1 point of mental focus to fire a ray of light at an opponent. This functions as the blinding ray spell, except against one opponent only.
Focus Powers: In addition to gaining the base focus power, occultists who learn to use light implements can select from the following focus powers when choosing the powers gained from their focus powers class feature.
Chromatic Barrier (Sp): As a standard action, you can expend 1 point of mental focus to surround yourself in a barrier of colored light. You select the color when activating this power. You gain protection depending on the barrier’s color, either as resistance 10 against one form of energy or a +4 bonus on saving throws against one effect type, and whenever a creature hits you with a melee weapon or natural weapon, that creature suffers one matching effect according to the table below. Attacks made with melee weapons with reach don’t cause the attacker to suffer this effect. At 13th level the barrier’s protection increases to energy resistance 15 or a +6 bonus on saving throws; at 19th level, you gain energy resistance 20 or a +8 bonus on saving throws. The chromatic barrier lasts for 1 round per occultist level. You must be at least 7th level to select this focus power.
Table: Chromatic Barrier
|
Color |
Protects Against |
Effect On Hit |
|
White |
Mind-affecting effects |
Blinded for 1 round |
|
Red |
Fire |
1d6 points fire damage |
|
Orange |
Acid |
1d6 points acid damage |
|
Yellow |
Electricity |
1d6 points electricity damage |
|
Green |
Poison |
Nauseated for 1 round |
|
Blue |
Cold |
1d6 points cold damage |
|
Indigo |
Paralysis and petrification |
Slowed for 1 round |
|
Violet |
Teleportation effects |
Stunned for 1 round |
|
Black |
Death effects |
1d6 points negative energy damage |
Chromatic Curtain (Sp): As a standard action, you can summon a fascinating pattern of colored lights. This functions as rainbow pattern, and lasts 1 round per occultist level you possess. You must be at least 7th level to select this focus power.
Chromatic Orb (Sp): As a standard action, you can expend 1 point of mental focus to create a glowing orb of light that moves following your commands as dancing lights and illuminates the area like a light spell. You can create orbs of different colors as you increase in level. You can direct the chromatic orb to make a melee touch attack against one foe within 30 feet. If the attack hits, the target must succeed at a Fortitude save or suffer the orb’s effects, according to the table below. If the attack hits, regardless of whether the target succeeds at the save, the chromatic orb immediately turns off. The orb otherwise has a duration of 1 hour per occultist level you possess. You can’t have more than one chromatic orb in existence at one time. If you use this power again, any previous chromatic orbs immediately end.
Table: Chromatic Orb
|
Color |
Level |
Effect |
|
White |
1st |
Faerie fire |
|
Red |
3rd |
1d6 points fire damage +1d6 per level beyond 1st |
|
Orange |
5th |
1d6 points acid damage +1d6 per level beyond 1st |
|
Yellow |
7th |
1d6 points electricity damage +1d6 per level beyond 1st |
|
Green |
9th |
Poison |
|
Blue |
11th |
1d6 points cold damage +1d6 per level beyond 1st |
|
Indigo |
13th |
Insanity |
|
Violet |
15th |
Sent to another plane |
|
Black |
17th |
Death |
Lumen of Reason (Sp): As a standard action, you can touch a weapon to cause it to glow with light by expending 1 point of mental focus. The weapon sheds light as a torch. For the purpose of darkness spells and abilities, this effect counts as a light spell of level 0, plus 1 additional spell level for every 2 occultist levels you possess. This light lasts for 1 minute per occultist level you possess. In addition, whenever the weapon scores a critical hit against a foe, it acts as dispel magic to remove an enchantment, illusion, or necromancy effect affecting the target.
Multicolored Blur (Sp): As a standard action, you can expend 1 point of mental focus to surround yourself with swirling colors that grant you 20% concealment, as blur. This effect lasts for 1 minute per occultist level you possess. You can expend 2 points of mental focus instead of 1 to use this power on a willing adjacent creature instead of yourself.
True Vision (Sp): As a standard action, you can expend 1 point of mental focus to invoke the light of clarity, allowing you to see the truth of all things. This functions as true seeing. You must be at least 11th level to select this focus power.
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