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Age of Mortals - The Knights of Solamnia
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<blockquote data-quote="Lichtenhart" data-source="post: 1624336" data-attributes="member: 761"><p>Creamsteak, I've got some question for you:</p><p></p><p>1) Would it be acceptable to advance in Knight of the Crown with a class, while advancing as Knight of the Sword with the other? Please? <img src="http://www.enworld.org/forum/images/smilies/nervous.png" class="smilie" loading="lazy" alt=":heh:" title="Nervous Laugh :heh:" data-shortname=":heh:" /></p><p></p><p>2) What are mystics supposed to use as a divine focus? I found no mention of it in the book. They don't need it? And if they do, what is used to harness the Power of the Heart? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>3) I submit these spells for approval: Ray of Hope (from BoED, page 105), Nimbus of Light (from Complete Divine, page 171) and Vigor/Lesser Vigor (from Complete Divine, page 186).</p><p>I ask about them for flavour reasons: the mystics tap into the force of life that is within all things, so IMO the slow process of Vigor spells, which boosts the life force of the target allowing him to heal on his own, rather than performing a miracle like Cure X Wounds spells, fits their concept better. Nimbus of Light suits very well my Sun domain, and I see it as a seed for the stronger Searing Light. Ray of Hope as I see it allows me to fill another creature with the comforting warmth of the sun.</p><p></p><p></p><p><strong>Ray of Hope</strong></p><p>Enchantment (Compulsion) [Good, Mind-Affecting]</p><p>Level: Apostle of Peace 1, Bard 1, Cleric 1, Emissary of Barachiel 1</p><p>Components: V, S</p><p>Casting Time: 1 Standard Action</p><p>Range: Close (25ft. +5ft./2 levels)</p><p>Target: One living creature</p><p>Duration: 1 round/level</p><p>Saving Throw: Will negates (harmless)</p><p>Spell Resistance: Yes (harmless)</p><p></p><p>Powerful hope wells up in the subject, who gains a +2 morale bonus on saving throws, attack rolls, ability checks and skill checks.</p><p><em>Ray of Hope</em> counters and dispels <em>sorrow</em> (detailed in the <em>Book of Vile Darkness</em>)</p><p></p><p></p><p><strong>Nimbus of Light</strong></p><p>Evocation [Light]</p><p>Level: Cleric 1, Purification 1</p><p>Components: V, S, DF</p><p>Casting Time: 1 Standard Action</p><p>Range: Personal</p><p>Target: You</p><p>Duration: 1 minute/level or until discharged (D)</p><p></p><p>A glittering corona of sunlight surrounds your body at a few inches distance - until you release it as a focused blast of divine energy. The <em>nimbus of light</em> glows like a lantern, shedding bright light in a 30-foot radius (and dim light for an additional 30 feet) from you.</p><p>As a move action, you can coalesce the energy from the <em>nimbus of light</em> around your outstretched arm, and then as a standard action fling it toward a foe within 30 feet. As a ranged touch attack, the <em>nimbus of light</em> deals 1d8 points of damage +1 point per round that's elapsed since you cast the spell (max of 1d8 + caster level damage). Attacking with the <em>nimbus of light</em> ends the spell, whether the energy hits its target or not.</p><p></p><p></p><p><strong>Vigor, Lesser</strong></p><p>Conjuration (Healing)</p><p>Level: Cleric 1, Druid 1</p><p>Components: V, S</p><p>Casting Time: 1 Standard Action</p><p>Range: Touch</p><p>Target: Living creature touched</p><p>Duration: 10 rounds + 1 round/level (max 15 rounds)</p><p>Saving Throw: Will negates (harmless)</p><p>Spell Resistance: Yes (harmless)</p><p></p><p>With a touch of your hand, you boost the subject's life energy, granting him or her the fast healing ability for the duraton of the spell. The subject heals 1 hit point per round of such damage until the spell ends and is automatically stabilized if he or she begins dying from hit point loss during that time. <em>Lesser vigor</em> does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow or attach lost body parts.</p><p>The effect of multiple <em>vigor</em> spells do not stack; only the highest-level effect applies. Applying a second <em>vigor</em> spell of equal level extends the first spell's duration by the full duration of the second spell.</p><p></p><p></p><p><strong>Vigor</strong></p><p>Conjuration (Healing)</p><p>Level: Cleric 3, Druid 3</p><p>Duration: 10 rounds + 1 round/level (max 25 rounds)</p><p></p><p>This spell is the same as <em>lesser vigor</em>, except that it grants fast healing at the rate of 2 hit points per round.</p></blockquote><p></p>
[QUOTE="Lichtenhart, post: 1624336, member: 761"] Creamsteak, I've got some question for you: 1) Would it be acceptable to advance in Knight of the Crown with a class, while advancing as Knight of the Sword with the other? Please? :heh: 2) What are mystics supposed to use as a divine focus? I found no mention of it in the book. They don't need it? And if they do, what is used to harness the Power of the Heart? :) 3) I submit these spells for approval: Ray of Hope (from BoED, page 105), Nimbus of Light (from Complete Divine, page 171) and Vigor/Lesser Vigor (from Complete Divine, page 186). I ask about them for flavour reasons: the mystics tap into the force of life that is within all things, so IMO the slow process of Vigor spells, which boosts the life force of the target allowing him to heal on his own, rather than performing a miracle like Cure X Wounds spells, fits their concept better. Nimbus of Light suits very well my Sun domain, and I see it as a seed for the stronger Searing Light. Ray of Hope as I see it allows me to fill another creature with the comforting warmth of the sun. [b]Ray of Hope[/b] Enchantment (Compulsion) [Good, Mind-Affecting] Level: Apostle of Peace 1, Bard 1, Cleric 1, Emissary of Barachiel 1 Components: V, S Casting Time: 1 Standard Action Range: Close (25ft. +5ft./2 levels) Target: One living creature Duration: 1 round/level Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) Powerful hope wells up in the subject, who gains a +2 morale bonus on saving throws, attack rolls, ability checks and skill checks. [i]Ray of Hope[/i] counters and dispels [i]sorrow[/i] (detailed in the [i]Book of Vile Darkness[/i]) [b]Nimbus of Light[/b] Evocation [Light] Level: Cleric 1, Purification 1 Components: V, S, DF Casting Time: 1 Standard Action Range: Personal Target: You Duration: 1 minute/level or until discharged (D) A glittering corona of sunlight surrounds your body at a few inches distance - until you release it as a focused blast of divine energy. The [i]nimbus of light[/i] glows like a lantern, shedding bright light in a 30-foot radius (and dim light for an additional 30 feet) from you. As a move action, you can coalesce the energy from the [i]nimbus of light[/i] around your outstretched arm, and then as a standard action fling it toward a foe within 30 feet. As a ranged touch attack, the [i]nimbus of light[/i] deals 1d8 points of damage +1 point per round that's elapsed since you cast the spell (max of 1d8 + caster level damage). Attacking with the [i]nimbus of light[/i] ends the spell, whether the energy hits its target or not. [b]Vigor, Lesser[/b] Conjuration (Healing) Level: Cleric 1, Druid 1 Components: V, S Casting Time: 1 Standard Action Range: Touch Target: Living creature touched Duration: 10 rounds + 1 round/level (max 15 rounds) Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) With a touch of your hand, you boost the subject's life energy, granting him or her the fast healing ability for the duraton of the spell. The subject heals 1 hit point per round of such damage until the spell ends and is automatically stabilized if he or she begins dying from hit point loss during that time. [I]Lesser vigor[/i] does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow or attach lost body parts. The effect of multiple [i]vigor[/i] spells do not stack; only the highest-level effect applies. Applying a second [i]vigor[/i] spell of equal level extends the first spell's duration by the full duration of the second spell. [b]Vigor[/b] Conjuration (Healing) Level: Cleric 3, Druid 3 Duration: 10 rounds + 1 round/level (max 25 rounds) This spell is the same as [i]lesser vigor[/i], except that it grants fast healing at the rate of 2 hit points per round. [/QUOTE]
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