Basic Abilities

Fortitude Will
Favored Soul

+1 every other level

+1 every level

Manifester

+1 every other level

+1 every level

Paladin

+1 every level

+1 every level

Skill Points
4 + Int.
Skill List
Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Profession (Wis), Sense Motive (Wis), Spellcraft (Int).

Priest: Scratch Page

Righteous Fury

In the presence of enemies of the faith, you are empowered to bring justice for your god.

Each round where enemies are present, on turn start, you gain 1 point of Righteous Fury. There are other ways to gain this as well, specific to each path.

At any given time, you may have no more than 5 points of Righteous Fury.

You may expend any amount of your available Righteous Fury to add bonus effectiveness to any Priest spell or maneuver, equal to +100% effectiveness per point spent.

Spells

You learn 8 spells at level 1, and you may select 2 at each level thereafter. You may also learn new spells from scrolls and tomes.

Some spells have a special descriptor. The meaning of those spells is listed here:

  • Holy: "holy" can be an additional damage type, such as in "holy fire" or "holy lightning" damage. In this case, you may choose which type to treat the damage as--whichever is more advantageous to you.

Divinity

Rank 1

Attack
  • Holy Fire: Recharge 33%, std, long range, burst 3; enemies suffer heavy holy fire damage.
  • Holy Smite: Recharge 33%, std, long range; heavy holy fire damage plus half ongoing for 3 rounds.
  • Searing Light: At-will, std, long range; medium holy fire damage, or heavy against undead or outsiders.

Control
  • Shackle Undead: At-will, swift, medium range, exclusive; subject undead is immobilized and unable to act for 3 rounds. Damage ends.

Debuff

Defense
  • Sanctuary: Daily, immediate; you become invulnerable until you take a hostile action, or until the beginning of your 2nd round after casting. Casting this spell also removes all hostile effects currently affecting you.

Healing
  • Desperate Prayer: Daily, immediate; you instantly heal yourself for 50% of your maximum hp.
  • Flash of Light: At-will, swift, medium range; heals equal to medium holy damage.
  • Holy Light: At-will, standard, medium range; heals equal to heavy holy damage.

Rank 2

Attack
  • Bolt of Glory: Recharge 33% (cannot roll to recharge until duration ends), std, medium range, 1 square; subject in square suffers heavy holy lightning damage plus optional slide 5. Thereafter, anyone standing in the square gains +50% damage. The square remains so charged for 1 round. If you use Righteous Fury on this attack, in addition to multiplying the damage and slide effect, it increases the duration by 1 round per point.
  • Holy Rain: Encounter, std, centered circle 10; enemies suffer light holy damage instantly and on your next 4 turns.

Buff
  • Emotion: Courage: At-will, swift, short range, reserve; subject gains 5 charges, each allowing immunity to one fear effect.

Defense
  • Ward against Elements: Encounter, swift, centered circle 5; allies gain 50% resistance against chosen energy type. Lasts 3 rounds.

Healing
  • Circle of Healing: Recharge 33%, medium range, circle 5; allies are healed for medium damage.
  • Lay on Hands: Daily, free, short range; subject is healed to 100% of max hp and cleansed of all disease, poison, magic, and curse effects.
  • Prayer of Mending: At-will, swift, short range; subject gains 5 charges, each one healing subject for medium damage immediately after suffering damage from any source. Optionally, each time the spell heals, it may jump to another target of your choice within 5 squares.

Rank 3

Attack
  • Flame of Justice: Recharge 33%, standard, long range; heavy holy fire damage, repeating each round with +100% bonus, for a maximum of 4 more hits. Exclusive.
  • Sunray: Recharge 33% (cannot recharge until duration ends), std, medium range, circle 3, 3 rounds; on turn start, enemies suffer heavy holy damage. Allies within the Sunray gain Fast Healing 10%.

Healing
  • Lightwell: Encounter, swift, long range; well of light occupies 1 square. Allies within 3 squares can expend a free action (max once/rd) to heal themselves for medium damage. Lightwell has 7 charges of healing, and expires after 5 rounds if not all charges are used.
  • Mantle of Resurgence: At-will, swift, short range, reserve; if subject passes below 50% hp, he is immediately healed for 25% of max hp, and again for the same at the start of his next turn. This ends the spell. Spell cannot be cast on subjects currently below 50% hp.
  • Power Word: Heal: Immediate, encounter, long range; subject is healed for 50% of max hp (25% if elite, 5% if boss).

Control
  • Emotion: Love: At-will, swift, touch; subject falls in love with you, and will die to defend you (Will negates). Subjects become very competitive with others who love you; if you use Emotion: Love on multiple subjects, they will inevitably fight to the death over you.

Rank 4

Attack
  • Divine Blast: Recharge 33%, long range, chain 3; subjects are disintegrated (Fort negates) or suffer 200% heavy holy damage if they survive for any reason (including avoidance).
  • Star of Saints: Encounter, long range, 1 square; brilliant sun-like ball blocks line of sight for enemies (if their vision passes through a 5-square radius of the ball, they must either look away or be blinded). The ball can be healed; each time it is healed, the amount healed is converted into holy fire damage affecting enemies in a close burst 3 centered on the ball, and allies in the area are healed for half that amount. Keep track of all healing on the ball; if it is healed for over 500% of your SP, it explodes, causing a close burst 10 inflicting 500% SP holy fire damage to enemies and healing allies half that amount. Lasts up to 5 rounds, or until it explodes.

Debilitation
  • Holy Word: Encounter, swift, close burst 10; evil creatures, and those profane to your faith, are chastised, becoming stunned, blinded, deafened, and paralyzed (Will ends, each individually). Summoned creatures, in addition, are unsummoned (Will negates).

Defense
  • Ward against Death: At-will, swift, short range, reserve; if subject is dropped below 0 hp, he becomes invulnerable to all effects except movement and healing for up to 24 hours. As soon as subject rises above 0 hp, the spell ends.

Healing
  • Vivacity: Encounter, swift, long range; subject gains Fast Healing 33% for 3 rounds.

Shaping
  • Wall of the Faithful: Encounter, swift, long range, wall 1/level; golden wall blocks all movement and effects, but not sight. You and allies may pass through it at will. Duration: concentration plus 5 rounds.

Rank 5

Attack
  • Vengeful Gaze of God: Encounter, close burst 5; enemies suffer the following effects: death, blindness, stunned, each lasting 3 rounds (where applicable) and allowing a Will save to negate. For each effect avoided by any means, the subject suffers heavy holy damage.
  • Choir of Judgment: Encounter, long range; each round, a ray of sunlight bursts forth from the sky (through any obstacles) and focuses on the target, and a lone angel voice joins the chorus, chanting of the inevitable end of the unfaithful. Each ray inflicts heavy holy damage each round. All rays focus on the same target. A target affected by 3 or more rays is pacified (-100% to damage and healing done). A target affected by 5 or more rays is paralyzed (-200% haste). A target affected by 7 or more rays is annihilated (100% of max hp each round in unavoidable damage, +100% for each ray beyond 7). Lasts until target is destroyed, up to 10 rounds.

Enhancement
  • Exultation: Daily, free, close burst 20; allies gain +200% Hit Points for 5 rounds.

Healing
  • Gift of Life: At-will, swift, short range, reserve; if subject dies or becomes disabled or dying, he is restored to 50% max hp. This ends the spell.
  • Power Word: Life: Daily, free, long range; dead subject (within encounter) is restored to life at 100% hp.

Mysticism

Rank 1

Attack
  • Mind Blast: Recharge 33%, std, medium range; heavy psychic damage plus stun 1 rd (Will negates).
  • Mindfire: At-will, std, long range; medium psychic damage plus same ongoing for 3 rounds (stacks and refreshes, max 5 stacks). Each stack of Mindfire imposes a 10% Will penalty while active.
  • Starfall: Recharge 33%, std, medium range, circle 4; enemies suffer medium arcane damage on turn start plus they become the center of a burst 2 inflicting light arcane damage to your enemies.

Buff
  • Power Transfusion: At-will, swift, medium range; you steal subject's power. For each stack of Mindfire on subject, you reduce subject's effectiveness with spells by 20% and gain +20% spell effectiveness yourself. (Elites and bosses may reduce the effect of the debuff, but you gain just as much bonus SP either way). Lasts 3 rounds.

Control
  • Emotion: Calm: At-will, swift, short range; removes emotion effects from subject. Subject becomes non-hostile and leaves combat (Will negates). Any hostile action against subject by you or allies against subject or his allies negates the effect and subject returns to combat.
  • Mind Control: At-will, swift, short range, concentration; you control subject's actions while he remains within Long range (Will ends, max one save per 10 minutes). Any hostile actions by your allies against subject negates the spell.

Debuff

Defense
  • Spell Shield: At-will, swift, reserve; you gain 20% resistance to all spell damage.

Healing
  • Exorcism: At-will, swift, medium range; removes one curse or magic effect from an ally.
  • Power Word: Shield: At-will, swift, medium range; subject gains damage absorption 100% (all), to a limit equal to an average heavy damage roll. Subject gains a debuff preventing them from gaining a new Power Word: Shield; has a 33% chance to be removed each round.
  • Renew: At-will, swift, medium range; subject is healed for light damage each round for 5 rounds. Exclusive.

Utility
  • Leap of Faith: Recharge 50%, immediate, medium range; you teleport subject to within 2 squares of your location.

Rank 2

Attack
  • Glyph of Divinity: Recharge 33%, swift, medium range; a glyph hovers in the targeted square. For each instance of an enemy within the area casting a harmful spell, or an ally in the area suffering damage from an enemy's spell, the glyph launches a bolt of energy at the caster inflicting medium arcane damage. Lasts 3 rounds.
  • Mind Flay: At-will, std, long range; medium psychic damage, plus causes any stacks of Mindfire to instantly cause 1 round's worth of damage, and adds 1 stack of Mindfire if there is already at least one stack.

Buff
  • Emotion: Rage: At-will, swift, short range; subject is enraged, gaining immunity to fear and a +25% bonus to melee damage, but losing the ability to cast spells. Subject prefers melee attacks to all other forms of attack. Subject can distinguish friend from foe, but when all foes are defeated, subject will turn on allies. Exclusive. Lasts up to 5 rounds, or until Will ends.
  • Mystic Eyes: At-will, swift, reserve; you gain the ability to see outlines around all creatures within short range, regardless of invisibility, stealth, concealment, cover, or presence in the current dimension.

Control
  • Symbol of Stunning: Encounter, swift, medium range, circle 2, 3 rounds; upon first instance of enemy entering or starting a turn in area, all targets in area are stunned (Will ends, damage ends).

Defense
  • Pain Suppression: Encounter, immediate, medium range; target gains 75% resistance (all) for 2 rounds.

Healing
  • Abolish Disease: At-will, swift, medium range; subject is cleansed of one disease immediately and one each round for the next 4 rounds.
  • Hand of Freedom: Recharge 33%, swift, medium range; subject is freed of movement-impairing effects, and rendered immune to them for 3 rounds.

Mobility
  • Levitate: At-will, swift; you gain the ability to levitate off the ground. To change your altitude, you simply spend squares of movement during a move action. While in the air, your movement rate decreases by 33%. Lasts up to 5 rounds.

Utility
  • Telepathy: At-will, swift, reserve; you gain the ability to telepathically communicate within long range with any creature of whom you are aware. This does not imbue others with the ability to respond telepathically, and your messages are in a language you can speak; creatures must understand the language to understand the message.

Rank 3

Attack
  • Mana Burn: Recharge 33%, swift, medium range; a chosen magic effect explodes into a burst 3, inflicting medium arcane to all subjects. If the burst hits any other instances of the spell, it causes them to explode in the same manner; these secondary explosions cannot trigger further explosions.
  • Psychic Blast: Recharge 33%, std, medium range, burst 3; enemies suffer heavy psychic damage plus stun 1 round (Will negates) plus adds 1 stack of Mindfire to each target.

Defense
  • Spell Immunity: Recharge 33%, swift, short range; subject becomes totally immune to one named spell for 3 rounds. Does not remove effects already in progress.

Healing

Utility
  • True Seeing: At-will, swift, reserve; you gain the ability to detect illusions and form alterations within Short range. Whenever you perceive an illusion, you automatically detect that it is an illusion, and you see a silhouette of any real creatures or objects obscured by it.

Rank 4

Attack
  • Arcane Torrent: Recharge 33%, standard, close burst 10; converts all instances of a chosen magic effect within radius into bolts of magical energy that strike the spell's caster, if within long range, for medium arcane each.
  • Commandeer Spell: Recharge 33%, standard, medium range; choose one spell from subject's repertoire that is not on cooldown. You cast that spell, with subject as the origin, putting it on its normal cooldown.

Defense
  • Mind Blank: At-will, swift, short range, reserve; subject gains 3 charges, each one nullifying a single mental effect.
  • Proof Against Transmutations: At-will, swift, short range, reserve; subject gains 3 charges, each one nullifying a single effect of the following types: petrification, polymorphing, hostile teleportation or dimension shifting, size change, etc.

Healing

Utility
  • Brain Spider: Recharge 33%/hour, concentration, short range; you invade subject's mind, causing you to become resident inside it. You sense what the subject senses; the situation of your own body is only a vague memory. The spell ends if the subject exits a radius of 1 mile/level.
    • Each round, you may attempt one of the following, allowing the subject a Will save to negate and end: learn the answer to one question with perfect truth (from subject's point of view), plant/modify/delete one memory of subject's, or take over subject's actions for one round. If you attempt none of these, there is no save to end that round.
    • A special use of this spell is to cause the subject to become your proxy for further jumps. You may effectively re-cast this spell, without ending the original, using the subject as the source. You are now in the new subject's mind. If the new subject removes you, through Will saves or other means, you jump back into the previous subject's mind. There is no limit to the number of jumps you may make in this manner; however, if any subject in the chain exits the radius, or becomes immune to mental effects, you snap back to the nearest valid subject in the chain.

Rank 5

Attack
  • Psychic Storm: Encounter, standard, close burst 10; instantly and for each of the next 2 rounds, enemies suffer heavy arcane damage plus 1 stack of a magical effect which is triggered when the subject tries to cast a spell: inflicts heavy arcane damage plus 50% chance to interrupt the spell.

Defense
  • Power Word: Reflect: Recharge 33%, swift, medium range; subject gains 1/rank charges, each of which cause 100% damage reflection.

Shaping
  • Glass House: Encounter, swift, area of 1/rank contiguous squares, 3 rounds; area becomes enclosed by transparent force (as a Wall of Force), and enemies inside are temporally locked. Unlike a normal Wall of Force, this effect can be dispelled.

Utility
  • Sphere of Sanctified Magic: Daily, free, centered circle 5; within the radius, no spells may be dispelled, dismissed, or may even end due to an expired duration or lack of charges. Lasts 3 rounds.

Shadow

Rank 1

Attack
  • Darkbolt: At-will, std, long range, burst 2; heavy shadow damage, divided amongst all enemy targets. Causes Shadow Word: Pain to proc, if present on targets.
  • Shadow Word: Pain: At-will, swift, medium range; light shadow damage instantly and each round for the next 4 rounds.

Buff
  • Vampiric Embrace: At-will, swift, reserve; when you inflict shadow damage, you are healed for 10% of the damage dealt. Max healing per spell is 50% of your max hp.

Control
  • Emotion: Fear: At-will, swift, short range; subject flees in terror for 3 rounds (Will negates, damage allows extra save). Exclusive.

Debuff
  • Curse of Mortality: At-will, swift, medium range; subject gains 50% resistance to healing and shielding effects for 5 rounds.
  • Strangulation: Recharge 33%, swift, medium range; subject is silenced (Fort ends). Exclusive.

Defense
  • Fade: Encounter, immediate; you become invisible until you attack, cast a spell, or until 2 rounds pass.

Rank 2

Attack
  • Dark Frenzy: Encounter, standard, medium range, circle 3; a mass of spirits assaults all targets in circle. Instantly, and on your next 2 turns, subjects suffer medium shadow damage plus wracked (unable to act due to pain) for 1 rd, Fort negates.
  • Harm: Recharge 33%, std, touch; inflicts shadow damage equal to 100% of subject's max hp (10% elite, 5% boss), Fort half.

Debuff

Defense
  • Death Ward: At-will, swift, short range, reserve; subject gains 10 charges protecting him from death effects, energy drain, and ability drain. Each charge negates 1 point of ability or energy drain; negating a death effect costs 3 charges. When all charges are expended, the spell ends.
  • Shadow Ward: Encounter, swift, centered circle 5, 3 rounds; allies gain 50% resist (shadow).

Healing
  • Revivify: Encounter, standard, short range; dead subject (within encounter) is resurrected at 0 hp.

Utility
  • Phantom Hand: Encounter, swift, medium range; phantasmal hand can fly up to 12 squares/rd and deliver touch spells that you cast.

Rank 3

Attack
  • Creeping Doom: Recharge 33% (cannot recharge while duration is active), std, medium range, circle 1; heavy shadow damage. On each of your next 4 turns, circle expands 1 square in radius, then inflicts heavy shadow damage per square of radius, divided equally among all enemies in the radius.
  • Dark Star: Encounter, standard, short range; an orb of darkness hovers in place, causes medium shadow damage each round to enemies within 5 squares. Each time it inflicts damage, gains a charge. As long as you remain within short range, you gain +10% damage with shadow spells (including later rounds of Dark Star) per charge in the star. After 3 rounds, or when the star has accumulated 25 charges, it explodes, inflicting light shadow damage per charge to enemies within 5 squares.

Rank 4

Attack
  • Demi: Encounter, standard, long range, circle 3; subjects reduced to 50% of max hp (90% elite, 95% boss).
  • Shadow Word: Death: Recharge 33%, std, medium range; inflicts shadow damage equal to the amount of damage target has already suffered. Elites suffer only 20% of the damage already suffered, and bosses only 10%.
  • Shadow Fiend: Encounter, swift, medium range; incorporeal shadowy minion has 50% of your hp, 90% resist (all), and can move up to 10 squares/rd and attack with a melee touch once/rd, inflicting heavy shadow damage. Each time he hits, he can steal one beneficial magic effect from the subject and transfer it to you. Also, once/rd, the fiend may cast Shadow Word: Pain.

Healing
  • Life for Life: Recharge 20%, swift, medium range; dead, dying, or disabled subject is restored to full hit points, and another subject in range suffers 100% of his max hp in shadow damage.

Shaping
  • Shadow Canopy: Encounter, swift, centered circle 1-10; dome of blackness blocks all movement, effects, and sight. Not vulnerable to dispelling, disintegration, or disjunction. Has hp equal to 500% heavy damage; suffers no damage from anything except holy or light-based attacks. Duration: concentration plus 5 rounds.

Utility
  • Shadow Double: Daily, free, medium range; illusionary duplicate of yourself can serve as the origin of your spells. Lasts 5 rounds.

Rank 5

Attack
  • Star of the Void: Encounter, standard, rage 1; tiny ball of pure darkness can fly up to 12 squares/rd. Everyone it touches suffers medium shadow damage, except creatures in the square in which it comes to rest, who suffer heavy shadow damage plus death (Fort negates). Any time the star slays a creature, it absorbs its entire body, growing slightly. For each kill the star has made, it gains +50% damage with its touch. For each 3 kills, it increases in size (from 1x1 square to 2x2 square to 3x3 square, etc) and loses 2 squares of movement. After 10 kills, it implodes, causing a close burst 10: enemies are pulled 10, and those who touch the star are absorbed (Fort partial: 50% max hp in shadow damage). If it lasts 5 rounds without exploding, it disappears.
  • Black Lightning: Recharge 25%, standard, medium cone; heavy shadow damage plus same ongoing for 3 rounds plus wracked (cannot act due to pain, Fort ends).

Rituals

Rank 1

  • Augury: At-will, 1-min, 1 silver coin (value 1 sp); for any given proposed action, you learn whether the action will lead to weal, woe, weal and woe, or neither.
  • Restoration: 10-min cast, reagents (variable); heals subject's ability damage. For each point healed, subject gains 1 Fatigue; cannot heal beyond subject's Fatigue threshold. For each point healed, costs 1 sp of spell reagents.
  • Water Walk: At-will, swift, short range, reserve; subject can walk on water.
  • Zone of Truth: Centered circle 5 silences all falsehoods spoken aloud.

Rank 2

  • Dismissal: Banishes an extraplanar creature back to its home plane.
  • Zone of Respite: Subjects in circle become impervious to divinations.

Paladin

Rank 3

Rank 4

  • Dimension Lock: Circle blocks all planar transit in and out of region.
  • Resurrection: Resurrects a dead creature whose body is beyond repair.

Rank 5

  • Reprieve: Circle is locked out of time, granting up to 24 hours to inhabitants while no time passes beyond.

Paths

Favored Soul

Level Benefit

1

Divine Favor

2

Domains

3

4

5

Coincidence Design

6

7

8

9

10

11

12

13

14

15

16

17

18

19

20

Spells

You gain one bonus spell known per level in this path.

Rank 1
Rank 2
Rank 3

Divine Favor

You gain a mechanic called Favor. You may possess a minimum of zero Favor points, and a maximum equal to your Wisdom bonus.

Gaining and Regaining Favor

You may regain lost Favor by committing a good act that advances your faith, as would be seen in the eyes of your deity or pantheon. (Subject to DM discretion; generally, this can be done once per encounter)

You may also regain 20% of your total Favor by praying for 2 hours; this may be done once per day.

Finally, you always gain one point of Favor upon each sunrise.

Spending Favor for Defense

You may expend Favor to accomplish various feats, such as:

  • Miraculous Escape: Immediate; automatically ends one harmful effect, as an autosave. Does not require that you are conscious. This ability has a 1 hour cooldown.
  • Harrowing Dodge: Immediate; you avoid one attack entirely. This ability has a 1 hour cooldown.
  • Blessed Recovery: Immediate; you are restored to life at 10% max hp. This may be used while dying or disabled, but not while dead. 1 hour cooldown.

Spending Favor for Attack

You may also expend one point of Favor to empower a spell appearing in the list below. There are no cooldowns when used in this matter.

  • Archangel: Resets the cooldown of 1 spell per stack, or 1 daily spell per 3 stacks.
  • Holy Fire and Holy Smite: The effects merge; all targets suffer heavy holy fire plus half ongoing for 3 rounds.
  • Righteous Vengeance: The effect lasts until the end of your turn, not for just 1 spell.
  • Searing Light: It becomes a line to the extent of range. Each strike grants one stack of Righteous Fury. It can strike larger creatures multiple times by passing through multiple squares that they occupy.
  • Bolt of Glory: Strikes up to 4 targets in a circle 3.
  • Holy Rain: Does all of its damage instantly.
  • Sunray: Duration increased to 5 rounds.
  • Holy Nova: It explodes each round, even if it doesn't run out of HP. Only the final explosion in round 4 ends the spell.
  • Flame of Justice: Does all of its damage instantly.
  • Choir of Judgment: Does all of its damage instantly.
  • Exultation: Also grants +50% to all ability scores.

  • Mind Blast: Spreads all Mindfire stacks to enemies within 3 squares of target, including target (effectively re-applies them, stacks with Glyph of Mind Blast).
  • Mindfire: Each time the Mindfire inflicts damage, it also adds another stack of Mindfire to the target or enemies within 1 square of target.
  • Starfall: Enemies suffer 50% movement penalty for 1 round each time they take damage from this spell (no limit per round).
  • Glyph of Divinity: The glyph's radius increases to 5 squares; it also decreases the effectiveness of tallied spells by 25%.
  • Mind Flay: If subject has at least 1 stack of Mindfire, he is immediately set to the maximum of 5 stacks.
  • Mana Burn: Spell becomes ongoing, burning one such effect on primary subject per round.
  • Psychic Blast: Spell becomes burst 5, inflicts double damage and adds 2 stacks of Mindfire.

  • Darkbolt: Your Darkbolt damage is not divided amongst all targets, but suffered in full by all; also, for each target struck, a Wailing Spirit arises.
  • Shadow Word: Pain: Your Shadow Word: Pain spell gains +100% damage for its remaining duration each time it inflicts damage, and each time this occurs, it spawns one Wailing Spirit.
  • Wailing Spirit: You instantly summon 5 Wailing Spirits.
  • Dark Frenzy: When you cast Dark Frenzy, all available Wailing Spirits jump into it and join the fray, increasing damage done by +50% per spirit, but rendering them unavailable for the duration. Bonus spirits from the glyph automatically jump into the frenzy.
  • Harm: Doubles the HP ratio of Harm.
  • Shadow Word: Death: Inflicts twice as much damage.
  • Dark Star: Your Dark Star's engagement radius increases to 10 squares (and its movement rate doubles, if glyphed). Its damage increases to heavy damage. The final burst size is 10 squares, and is medium damage per charge.
  • Creeping Doom: Your Creeping Doom procs on your enemies' turn start, not on your own. Each time it procs, it enlarges and inflicts damage as normal.

Manifester

Level Benefit

1

Archon

2

3

Halo

4

5

Avatar

6

7

8

9

10

Transcendence

11

12

13

14

15

16

17

18

19

20

Spells

Rank 1
Rank 2
Rank 3

Archon

At will, you may summon or dismiss an Archon. There are three Archons who will serve you, though only one may be active at a given time.

Lantern Archon
  • Illuminates an emanation 10 brightly.
  • Searing Light: at-will, std, as the spell, benefiting from any glyphs or modifiers you might possess.
  • Aid: at-will, swift, medium range; subject is healed for light damage, and gains a +10 bonus to Will and Hit Rating for 3 rounds. If subject already has bonus, healing is doubled, and bonus duration is renewed.
  • Magic Circle: encounter, std, centered circle 2; undead and outsiders cannot cross circle, nor can their attacks, ranged or melee. Circle lasts for 3 rounds or until lantern archon is destroyed or unsummoned.

Moon Archon
  • Illuminates all magical auras in emanation 10, causing them to glow a ghostly silvery-blue. Works on illusionary auras, but only in an emanation 2, and only if archon has been immobile for 2 rounds or more.
  • Starshard: at-will, std, medium range; medium arcane damage plus burst 2 inflicting light arcane damage to subject and enemies.
  • Power Word: Shield: at-will, swift, as the spell.
  • Mind Thrust: at-will, swift, short range; subject suffers 50% movement penalty and 50% action failure (Will ends).
  • Wall of Force: encounter, std, medium range, wall 1/level; wall of force 20-ft high blocks line of effect and movement, but not line of sight. Lasts for 3 rounds or until moon archon is destroyed or unsummoned.

Dark Archon
  • At your option, suppresses any light sources within emanation 10.
  • Shadow Jolt: at-will, std, close burst 5; enemies suffer medium shadow damage. If you possess the Glyph of Darkbolt, it applies to this effect.
  • Shadow Word: Pain: at-will, swift, as the spell.
  • Dim: at-will, swift, short range; subject becomes translucent, invulnerable, and unable to act for 1 round, exclusive.
  • Absorb Spirits: encounter, free; absorbs 1-5 Wailing Spirits under your command. Enables Malevolence.
  • Malevolence: at-will, std, touch, requires 5 Wailing Spirits; possesses mortal creature, allowing you to direct creature's actions. Will ends. Each round of possession depletes spirit reserve by 1. Must replenish spirits to use again.

No Archon
  • You may choose not to manifest your Archon as a separate entity. If so, it simply orbits you, granting 1 bonus point of Righteous Fury each round.

Halo

You gain the following maneuver:

  • Recharge 33% (cannot recharge while duration is active), free, centered circle 3; you create an area of golden light, silvery radiance, or purplish darkness (your choice, flavor only).
    • Within it, you and allies gain +10% to damage, healing, and shielding, and +10% to all resistances.
    • Affected creatures gain the benefit upon initial cast, upon entering the area, or upon starting a turn in area (max once/rd), and it stacks up to 2 times plus 1 per Manifester rank.
    • The buff lasts one round, but refreshes each time it stacks.
    • If you start a turn not in the Halo, it disappears.
    • While in the Halo, you gain 75% resistance to push/pull/slide effects and hostile teleportation magic.
    • While in the Halo, you gain +50% range with Priest spells.

Avatar

At will, as a free action, you may become an Avatar.

  • It is a free action to take Avatar form or to end it.
  • For each round you maintain the Avatar form, you gain 1 Strain.

In Avatar form, you gain the following traits:

  • Large size (you occupy a 2x2 square; the size transition forcibly moves creatures out of the way, regardless of size)
    • Movement rate 10 squares
  • +50% to all ability scores
  • +400% to maximum Hit Points.
  • Immunity to death effects.
  • Immunity to loss-of-control effects.
  • Immune to healing and absorb mechanics.
  • Any others specific to the form (see below).

Your avatar forms have their own hit points. Each day, they reset to maximum. avatars cannot be healed. When reduced to 0, an avatar form can no longer be used that day. When you enter avatar form, you assume the current hit point total of the form, locking in your own; when you exit avatar form, you resume your previous hit point total.

In avatar form, you may cast spells as normal, though you may not use any physical abilities of your normal form, including movement. In addition to your normal actions, the Avatar itself may take a move, a swift, and a standard action each round.

There are 3 avatar forms you may assume:

Avatar of the Sun
  • Aura of Menace: Constant emanation 10; enemies are shaken (fear effect), suffering -20% to hit, saves, and damage.
  • Imperative of Justice: At-will, free (1/rd), long range; subject gains 100% vulnerability to damage caused by an Avatar of the Sun (5 rds, stackable).
  • Casting any Holy spell grants you 1 point of Righteous Fury.

Avatar of the Moon
  • Tranquility: Constant emanation 10; allies are immune to loss-of-control effects and all compulsion and emotion effects.
  • Mana Infusion: at-will, free, medium range; you reset the cooldown of any spell possessed by targeted creature or object. No given subject may receive this benefit more than once every 3 rounds.
  • Casting any Mysticism spell grants you 1 point of Righteous Fury.

Avatar of Darkness
  • Black Halo: Constant emanation 10; enemies suffer 10% of their maximum HP in shadow damage on turn start (elite 2%, boss 1%). Gains +100% effectiveness each round (round 2: 20/4/2, round 3: 30/6/3, etc).
  • Virtue of Suffering: each time you suffer damage, you gain 10% resist (all) and +20% to shadow damage for the remainder of your Avatar duration. Max is 50% resistance, +100% damage.
  • Casting any Shadow spell grants you 1 point of Righteous Fury.

Paladin

Bonus skills
Climb (Str), Jump (Str), Ride (Dex)

Level Benefit

1

Holy Armaments, Seals of the Faith

2

Aura, Reckoning

3

Consecration

4

5

6

7

8

9

10

11

12

13

14

15

16

17

18

19

20

Paladin Spells

Rank 1
  • Challenge: At-will, free, long range; subject is compelled to focus hostilities on you (Will ends).
  • Sacred Shield: Recharge 33% (cannot recharge while duration is active), free; you gain 5 charges, each of which allows you to increase the damage blocked by a successful Block attempt from 50% to 100%, max once/rd.
  • Shield of the Righteous: Recharge 33%, free, melee attack, requires a shield; medium physical damage (AP) plus stun 1 round (Fort negates). If immune to stun, double damage.

Rank 2
  • Avenger's Shield: Recharge 33%, swift, medium range, chain 3/3, requires a shield; inflicts medium holy damage plus 50% movement penalty for 3 rounds, plus subjects are compelled to focus hostilities on you for the duration.
  • Holy Surge: Recharge 33%, swift, close burst 3; enemies suffer medium holy damage plus stun 1 rd (Fort negates). Undead and outsiders suffer double damage.
  • Seal of Spell Attraction: Encounter, free, emanation 5; any targeted spell that affects an ally is instead targeted at you. Lasts 5 rounds, or until you have redirected 3 spells. In the case of multi-target spells, you redirect the 3 closest instances.

Rank 3
  • Heroism: Daily, free, close burst 20, 5 rounds; you and allies gain 50% haste.

Paladin Rituals

Rank 2
  • Summon Celestial Charger: At-will, std, short range; you summon a barded celestial warhorse, which serves you faithfully.
    • At rank 3, the horse gains +50% movement speed, and can ignore the movement penalties of natural terrain. Once per 5 minutes, it can sprout wings and fly at double normal movement rate for up to 5 rounds.
    • At rank 4, the horse may keep its wings active for long periods, flying at speeds of up to 40 mph. Flight is considered a "forced march".

Rank 5
  • Summon Celestial Drake: At-will, std, short range; you summon a golden dragon mount, who serves you faithfully. It has a fly speed of 20 tactical, and 100 mph overland. It can fly for 24 hours without accumulating fatigue.

Holy Armaments

As a Paladin, you may wear plate armor without suffering a penalty to Spell Power when casting Priest spells. You lose this benefit if you ever posses more levels in Favored Soul or Manifester (or both combined) than you do in Paladin.

Also, you may bless one held melee weapon with divine power. You gain the following maneuver:

  • Bless Weapon: At-will, free; held melee weapon gains +50% Hit Power as long as you wield it.

Seals of the Faith

You gain the following spells:

  • Seal of Courage: At-will, free; you gain +10% to Parry, Block, Soak, and Hit Rating, and +40% to Hit Points. When you are struck for damage, you gain 1 point of Righteous Fury.
  • Seal of Power: At-will, free; you gain +20% to Hit Power, +20% to Crit Chance, and +40% to Critical Power. When you inflict damage with your melee weapon, you gain 1 point of Righteous Fury.
  • Seal of Wisdom: At-will, free; you gain +20% Haste, Recharge, and Spell Damage. When you cast a swift-action Priest spell, you gain 1 point of Righteous Fury.

Reckoning

You gain the following maneuvers:

  • Divine Storm: At-will, std, close burst 2, consumes Righteous Fury; inflicts 100% of normal weapon damage per RF consumed as holy damage, plus heals allies in area for 10% max HP per RF consumed.
  • Hammer of Wrath: At-will, std, short range, burst 2, consumes Righteous Fury; inflicts 100% base weapon damage as holy damage, plus compels foes to attack you (Will ends).
  • Templar's Verdict: At-will, std, melee attack, consumes Righteous Fury; normal weapon damage, plus 100% weapon damage as holy damage per RF consumed, plus holy damage is ongoing for 3 rounds.

Aura

You gain the following maneuver:

  • Aura: At-will, free, emanation 10, exclusive; you emanate an aura of righteousness. Select one of the following flavors:
    • Aura of Brilliance: You and allies gain 50% resistance to spell interruption and dispelling. Also grants 10% magic resistance.
    • Aura of Courage: You and allies are immune to loss-of-control effects from fear, and resist 50% of other fear-based effects. Also grants 10% physical resistance.
    • Aura of Retribution: Whenever you or an ally suffers damage, the damage is revisited upon the attacker as holy damage. Also grants +10% Hit Power.
    • Aura of Zeal: You and allies gain 50% resistance to movement-impairing effects. Also grants +10% haste and +50% movement rate.

Consecration

You gain the following maneuver:

  • Consecration: Recharge 33%, free, centered circle 3, 3 rounds, exclusive; you consecrate the ground beneath your feet, making it anathema to your enemies and a haven for your allies. On turn start, enemies in area must focus hostilities on you (Will ends, renewed on turn start). Choose one effect from the below list:
    • Sacred Ground: Enemies suffer medium holy damage on turn start. While in area, allies gain Fast Healing 10%.
    • Zone of Tranquility: Enemies suffer medium arcane damage on turn start. While in area, allies gain 10% resist (all).
    • Circle of Wrath: Enemies suffer medium shadow damage on turn start. While in the area, allies gain +10% Hit Power.

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