Post by Traumatizer on Mar 19, 2014 20:23:49 GMT -5
Heavenly Body Magic [RACIAL, EXCLUSIVE OF ANY OTHER RACE]
Benefit: You can use Heavenly Body Magic, a magic that employes the stars themselves for various devastating affects. You gain +2 to Dexterity, Constitution, Wisdom, one Heavenly Body Magic feat at first level and one every third level.
Meteor [HEAVENLY BODY MAGIC, MAGICAL]
Benefit: You cloak yourself in an aura of Heavenly Body Magic that enables flight and enhances your movement speed as well as your offensive melee capabilities. This spell is cast as a move action for 100 MP(plus 30 MP per round of use after the first) and lasts for CON mod plus one in rounds and puts significant strain on the users body. Whilst under the affects of meteor you gain the following benefits
- The pounce quality
- Haste
- Perfect flight with 2x land speed
- Half your level as an enhancement modifier to your melee attack and damage
- Half your level in bonus d6's of celestial damage to all melee attacks.
Note: Whilst using meteor with out a specialized suit you take your level plus 5 true damage a round.
Greater Meteor [HEAVENLY BODY MAGIC, MAGICAL]
Benefit: You cloak yourself in an aura of Heavenly Body Magic that enables flight and enhances your movement speed as well as your offensive melee capabilities. This spell is cast as a move action for 100 MP(plus 30 MP per round of use after the first) and lasts for CON score in rounds and puts significant strain on the users body. Whilst under the affects of meteor you gain the following benefits
- The pounce quality
- Haste
- Perfect flight with 3x land speed
- Your level as an enhancement modifier to your melee attack and damage
- Your level in bonus d6's of celestial damage to all melee attacks.
Note: Whilst using meteor with out a specialized suit you take your level plus 5 true damage a round.
Superior Meteor [HEAVENLY BODY MAGIC, MAGICAL]
Benefit: You cloak yourself in an aura of Heavenly Body Magic that enables flight and enhances your movement speed as well as your offensive melee capabilities. This spell is cast as a move action for 100 MP(plus 30 MP per round of use after the first) and lasts for CON mod in minutes and puts significant strain on the users body. Whilst under the affects of meteor you gain the following benefits
- The pounce quality
- Haste
- Perfect flight with 4x land speed
- Your level as an enhancement modifier to your melee attack and damage
- Your level in bonus d6's of celestial damage to all melee attacks.
- You can as a standard action attack one target per point of dexterity within your charge distance as a radius
Note: Whilst using meteor with out a specialized suit you take your level plus 5 true damage a round.
Grand Chariot [HEAVENLY BODY MAGIC, MAGICAL]
Benefit: This spell creates a constellation of sorts that resembles the big dipper(the french call it Grand Chariot) and fire it at your opponent/s. This spell is cast as a standard action that costs 100 MP that deals your level in d6's of celestial damage(similar to holy only it doesn't affect evil/unholy creatures or objects like holy magic and i can be eaten by a white dragon slayer) with a WIS based reflex save for half damage in a 60ft radius within a short distance.
Greater Grand Chariot [HEAVENLY BODY MAGIC, MAGICAL]
Benefit: This spell creates a constellation of sorts that resembles the big dipper(the french call it Grand Chariot) and fire it at your opponent/s. This spell is cast as a standard action that costs 100 MP that deals your level in d6's of plus WIS score celestial damage(similar to holy only it doesn't affect evil/unholy creatures or objects like holy magic and i can be eaten by a white dragon slayer) with a WIS based reflex save for half damage in a 60ft radius within a short distance.
Superior Grand Chariot [HEAVENLY BODY MAGIC, MAGICAL]
Benefit: This spell creates a constellation of sorts that resembles the big dipper(the french call it Grand Chariot) and fire it at your opponent/s. This spell is cast as a standard action that costs 100 MP that deals 2x your level in d6's plus WIS score of celestial damage(similar to holy only it doesn't affect evil/unholy creatures or objects like holy magic and i can be eaten by a white dragon slayer) with a WIS based reflex save for half damage in a 60ft radius within a short distance.
Altairis [HEAVENLY BODY MAGIC, MAGICAL]
Benefit: This spell gathers all the surrounding shadows and condenses it into a large orb that resembles the night sky and then launches it at your opponents. This spell is cast as a standard action for 150 MP that first forces everyone except yourself to make a strength check equal to 10+ your level+ your WIS mod and should they fail they can not make a reflex save. This spell deals 1d6 cosmic(similar to profane damage only it doesn't affect good/holy creatures or objects and it can be eaten by a shadow dragon slayer) damage per level within a 60ft line with a WIS based reflex save for half damage.
Greater Altairis [HEAVENLY BODY MAGIC, MAGICAL]
Benefit: This spell gathers all the surrounding shadows and condenses it into a large orb that resembles the night sky and then launches it at your opponents. This spell is cast as a standard action for 150 MP that first forces everyone except yourself to make a strength check equal to 10+ your level+ your WIS mod and should they fail they can not make a reflex save. This spell deals 1d6 plus cosmic(similar to profane damage only it doesn't affect good/holy creatures or objects and it can be eaten by a shadow dragon slayer) damage per level plus WIS score within a 60ft line with a WIS based reflex save for half damage.
Superior Altairis [HEAVENLY BODY MAGIC, MAGICAL]
Benefit: This spell gathers all the surrounding shadows and condenses it into a large orb that resembles the night sky and then launches it at your opponents. This spell is cast as a standard action for 150 MP that first forces everyone except yourself to make a strength check equal to 10+ your level+ your WIS mod and should they fail they can not make a reflex save. This spell deals 2d6 cosmic(similar to profane damage only it doesn't affect good/holy creatures or objects and it can be eaten by a shadow dragon slayer) damage per level plus WIS score within a 60ft line with a WIS based reflex save for half damage.
True Heavenly Body Magic: Sema [HEAVENLY BODY MAGIC, MAGICAL]
Prerequisites: Heavenly Body Magic, 5 other Heavenly Body Spells, 1000 MP
Benefit: This spell summons a colossal meteor and crashes it into the ground for a devastating amount of damage. This spell is cast as a full round action that costs 350 MP and shouldn't be used when innocent bystanders are nearby or within a town. This spell deals 20d6 plus your wisdom score in damage within a 120 foot radius. This spell has a cast range of within sight.
Greater True Heavenly Body Magic: Sema [HEAVENLY BODY MAGIC, MAGICAL]
Prerequisites: Heavenly Body Magic, 5 other Heavenly Body Spells, 1000 MP
Benefit: This spell summons a colossal meteor and crashes it into the ground for a devastating amount of damage. This spell is cast as a full round action that costs 350 MP and shouldn't be used when innocent bystanders are nearby or within a town. This spell deals 40d6 plus your wisdom score in damage within a 120 foot radius. This spell has a cast range of within sight.
Superior True Heavenly Body Magic: Sema [HEAVENLY BODY MAGIC, MAGICAL]
Prerequisites: Heavenly Body Magic, 5 other Heavenly Body Spells, 1000 MP
Benefit: This spell summons a colossal meteor and crashes it into the ground for a devastating amount of damage. This spell is cast as a full round action that costs 350 MP and shouldn't be used when innocent bystanders are nearby or within a town. This spell deals 60d6 plus your wisdom score in damage within a 120 foot radius. This spell has a cast range of within sight.
Heavenly Beams [HEAVENLY BODY MAGIC, MAGICAL]
Benefit: This spell generates multiple beams of light that when fired gave unerring accuracy. This spell is cast as a standard action for 200 MP and generates your WIS mod beams of light. Each beam of light deals 1d6 per level celestial damage and requires a ranged touch attack to hit, these attacks can not crit and have the homing quality.
Greater Heavenly Beams [HEAVENLY BODY MAGIC, MAGICAL]
Benefit: This spell generates multiple beams of light that when fired gave unerring accuracy. This spell is cast as a standard action for 200 MP and generates your WIS mod beams of light. Each beam of light deals 1d8 per level celestial damage and requires a ranged touch attack to hit, these attacks can not crit and have the homing quality.
Superior Heavenly Beams [HEAVENLY BODY MAGIC, MAGICAL]
Benefit: This spell generates multiple beams of light that when fired gave unerring accuracy. This spell is cast as a standard action for 200 MP and generates your WIS mod beams of light. Each beam of light deals 2d6 per level celestial damage and requires a ranged touch attack to hit, these attacks can not crit and have the homing quality.
Heavenly Arrows [HEAVENLY BODY MAGIC, MAGICAL]
Benefit: This spell generates large arrows made of celestial light and fires them at your target/s. This spell is cast as a standard action that costs 150 MP and generates your WIS mod of arrows that deal 1d8 BW(celestial damage) and go up in BW as a racial weapon using the ranged attack skill.
Greater Heavenly Arrows [HEAVENLY BODY MAGIC, MAGICAL]
Benefit: This spell generates large arrows made of celestial light and fires them at your target/s. This spell is cast as a standard action that costs 150 MP and generates your WIS mod of arrows that deal 1d8 BW(celestial damage) and go up in BW as a racial weapon using the ranged attack skill and gain your level as an enhancement modifier to attack and damage.
Superior Heavenly Arrows [HEAVENLY BODY MAGIC, MAGICAL]
Benefit: This spell generates large arrows made of celestial light and fires them at your target/s. This spell is cast as a standard action that costs 150 MP and generates your WIS mod of arrows that deal 2d6 BW(celestial damage) and go up in BW as a racial weapon using the ranged attack skill and gain your level as an enhancement modifier to attack and damage.
Heavenly Blast [HEAVENLY BODY MAGIC, MAGICAL]
Benefit: This Spell generates a large blast of Heavenly magic that also pushes the target back. This spell is cast as a standard action that costs 150 MP. This spell requires a ranged touch attack to hit(this attack can not crit), deals 1d6 celestial damage per level and pushes the target back your level in squares should they fail a strength check with a DC equal to the damage dealt.
Greater Heavenly Blast [HEAVENLY BODY MAGIC, MAGICAL]
Benefit: This Spell generates a large blast of Heavenly magic that also pushes the target back. This spell is cast as a standard action that costs 150 MP. This spell requires a ranged touch attack to hit(this attack can not crit), deals 1d8 celestial damage per level and pushes the target back your level in squares should they fail a strength check with a DC equal to the damage dealt.
Superior Heavenly Blast [HEAVENLY BODY MAGIC, MAGICAL]
Benefit: This Spell generates a large blast of Heavenly magic that also pushes the target back. This spell is cast as a standard action that costs 150 MP. This spell requires a ranged touch attack to hit(this attack can not crit), deals 2d6 celestial damage per level and pushes the target back your level in squares should they fail a strength check with a DC equal to the damage dealt.
Heaven Palm [HEAVENLY BODY MAGIC, MAGICAL]
Benefit: This spell generates a blast of Heavenly magic that also launches the target into the air. This spell is cast as a standard or as part of a full attack action that costs 90 MP. This spell requires a ranged touch attack to hit that deals 1d10 BW(celestial damage) and goes up in BW using your ranged attack skill, should this attack hit it launches the target diagonally backwards and up into the air for your level in squares with a strength check to resist equal to the damage dealt.
Greater Heaven Palm [HEAVENLY BODY MAGIC, MAGICAL]
Benefit: This spell generates a blast of Heavenly magic that also launches the target into the air. This spell is cast as a standard or as part of a full attack action that costs 90 MP. This spell requires a ranged touch attack to hit that deals 1d10 BW(celestial damage) plus WIS score and goes up in BW using your ranged attack skill, should this attack hit it launches the target diagonally backwards and up into the air for your level in squares with a strength check to resist equal to the damage dealt.
Superior Heaven Palm [HEAVENLY BODY MAGIC, MAGICAL]
Benefit: This spell generates a blast of Heavenly magic that also launches the target into the air. This spell is cast as a standard or as part of a full attack action that costs 90 MP. This spell requires a ranged touch attack to hit that deals 2d10 BW(celestial damage) plus your WIS score and goes up in BW using your ranged attack skill, should this attack hit it launches the target diagonally backwards and up into the air for your level in squares with a strength check to resist equal to the damage dealt.
Benefit: You can use Heavenly Body Magic, a magic that employes the stars themselves for various devastating affects. You gain +2 to Dexterity, Constitution, Wisdom, one Heavenly Body Magic feat at first level and one every third level.
Meteor [HEAVENLY BODY MAGIC, MAGICAL]
Benefit: You cloak yourself in an aura of Heavenly Body Magic that enables flight and enhances your movement speed as well as your offensive melee capabilities. This spell is cast as a move action for 100 MP(plus 30 MP per round of use after the first) and lasts for CON mod plus one in rounds and puts significant strain on the users body. Whilst under the affects of meteor you gain the following benefits
- The pounce quality
- Haste
- Perfect flight with 2x land speed
- Half your level as an enhancement modifier to your melee attack and damage
- Half your level in bonus d6's of celestial damage to all melee attacks.
Note: Whilst using meteor with out a specialized suit you take your level plus 5 true damage a round.
Greater Meteor [HEAVENLY BODY MAGIC, MAGICAL]
Benefit: You cloak yourself in an aura of Heavenly Body Magic that enables flight and enhances your movement speed as well as your offensive melee capabilities. This spell is cast as a move action for 100 MP(plus 30 MP per round of use after the first) and lasts for CON score in rounds and puts significant strain on the users body. Whilst under the affects of meteor you gain the following benefits
- The pounce quality
- Haste
- Perfect flight with 3x land speed
- Your level as an enhancement modifier to your melee attack and damage
- Your level in bonus d6's of celestial damage to all melee attacks.
Note: Whilst using meteor with out a specialized suit you take your level plus 5 true damage a round.
Superior Meteor [HEAVENLY BODY MAGIC, MAGICAL]
Benefit: You cloak yourself in an aura of Heavenly Body Magic that enables flight and enhances your movement speed as well as your offensive melee capabilities. This spell is cast as a move action for 100 MP(plus 30 MP per round of use after the first) and lasts for CON mod in minutes and puts significant strain on the users body. Whilst under the affects of meteor you gain the following benefits
- The pounce quality
- Haste
- Perfect flight with 4x land speed
- Your level as an enhancement modifier to your melee attack and damage
- Your level in bonus d6's of celestial damage to all melee attacks.
- You can as a standard action attack one target per point of dexterity within your charge distance as a radius
Note: Whilst using meteor with out a specialized suit you take your level plus 5 true damage a round.
Grand Chariot [HEAVENLY BODY MAGIC, MAGICAL]
Benefit: This spell creates a constellation of sorts that resembles the big dipper(the french call it Grand Chariot) and fire it at your opponent/s. This spell is cast as a standard action that costs 100 MP that deals your level in d6's of celestial damage(similar to holy only it doesn't affect evil/unholy creatures or objects like holy magic and i can be eaten by a white dragon slayer) with a WIS based reflex save for half damage in a 60ft radius within a short distance.
Greater Grand Chariot [HEAVENLY BODY MAGIC, MAGICAL]
Benefit: This spell creates a constellation of sorts that resembles the big dipper(the french call it Grand Chariot) and fire it at your opponent/s. This spell is cast as a standard action that costs 100 MP that deals your level in d6's of plus WIS score celestial damage(similar to holy only it doesn't affect evil/unholy creatures or objects like holy magic and i can be eaten by a white dragon slayer) with a WIS based reflex save for half damage in a 60ft radius within a short distance.
Superior Grand Chariot [HEAVENLY BODY MAGIC, MAGICAL]
Benefit: This spell creates a constellation of sorts that resembles the big dipper(the french call it Grand Chariot) and fire it at your opponent/s. This spell is cast as a standard action that costs 100 MP that deals 2x your level in d6's plus WIS score of celestial damage(similar to holy only it doesn't affect evil/unholy creatures or objects like holy magic and i can be eaten by a white dragon slayer) with a WIS based reflex save for half damage in a 60ft radius within a short distance.
Altairis [HEAVENLY BODY MAGIC, MAGICAL]
Benefit: This spell gathers all the surrounding shadows and condenses it into a large orb that resembles the night sky and then launches it at your opponents. This spell is cast as a standard action for 150 MP that first forces everyone except yourself to make a strength check equal to 10+ your level+ your WIS mod and should they fail they can not make a reflex save. This spell deals 1d6 cosmic(similar to profane damage only it doesn't affect good/holy creatures or objects and it can be eaten by a shadow dragon slayer) damage per level within a 60ft line with a WIS based reflex save for half damage.
Greater Altairis [HEAVENLY BODY MAGIC, MAGICAL]
Benefit: This spell gathers all the surrounding shadows and condenses it into a large orb that resembles the night sky and then launches it at your opponents. This spell is cast as a standard action for 150 MP that first forces everyone except yourself to make a strength check equal to 10+ your level+ your WIS mod and should they fail they can not make a reflex save. This spell deals 1d6 plus cosmic(similar to profane damage only it doesn't affect good/holy creatures or objects and it can be eaten by a shadow dragon slayer) damage per level plus WIS score within a 60ft line with a WIS based reflex save for half damage.
Superior Altairis [HEAVENLY BODY MAGIC, MAGICAL]
Benefit: This spell gathers all the surrounding shadows and condenses it into a large orb that resembles the night sky and then launches it at your opponents. This spell is cast as a standard action for 150 MP that first forces everyone except yourself to make a strength check equal to 10+ your level+ your WIS mod and should they fail they can not make a reflex save. This spell deals 2d6 cosmic(similar to profane damage only it doesn't affect good/holy creatures or objects and it can be eaten by a shadow dragon slayer) damage per level plus WIS score within a 60ft line with a WIS based reflex save for half damage.
True Heavenly Body Magic: Sema [HEAVENLY BODY MAGIC, MAGICAL]
Prerequisites: Heavenly Body Magic, 5 other Heavenly Body Spells, 1000 MP
Benefit: This spell summons a colossal meteor and crashes it into the ground for a devastating amount of damage. This spell is cast as a full round action that costs 350 MP and shouldn't be used when innocent bystanders are nearby or within a town. This spell deals 20d6 plus your wisdom score in damage within a 120 foot radius. This spell has a cast range of within sight.
Greater True Heavenly Body Magic: Sema [HEAVENLY BODY MAGIC, MAGICAL]
Prerequisites: Heavenly Body Magic, 5 other Heavenly Body Spells, 1000 MP
Benefit: This spell summons a colossal meteor and crashes it into the ground for a devastating amount of damage. This spell is cast as a full round action that costs 350 MP and shouldn't be used when innocent bystanders are nearby or within a town. This spell deals 40d6 plus your wisdom score in damage within a 120 foot radius. This spell has a cast range of within sight.
Superior True Heavenly Body Magic: Sema [HEAVENLY BODY MAGIC, MAGICAL]
Prerequisites: Heavenly Body Magic, 5 other Heavenly Body Spells, 1000 MP
Benefit: This spell summons a colossal meteor and crashes it into the ground for a devastating amount of damage. This spell is cast as a full round action that costs 350 MP and shouldn't be used when innocent bystanders are nearby or within a town. This spell deals 60d6 plus your wisdom score in damage within a 120 foot radius. This spell has a cast range of within sight.
Heavenly Beams [HEAVENLY BODY MAGIC, MAGICAL]
Benefit: This spell generates multiple beams of light that when fired gave unerring accuracy. This spell is cast as a standard action for 200 MP and generates your WIS mod beams of light. Each beam of light deals 1d6 per level celestial damage and requires a ranged touch attack to hit, these attacks can not crit and have the homing quality.
Greater Heavenly Beams [HEAVENLY BODY MAGIC, MAGICAL]
Benefit: This spell generates multiple beams of light that when fired gave unerring accuracy. This spell is cast as a standard action for 200 MP and generates your WIS mod beams of light. Each beam of light deals 1d8 per level celestial damage and requires a ranged touch attack to hit, these attacks can not crit and have the homing quality.
Superior Heavenly Beams [HEAVENLY BODY MAGIC, MAGICAL]
Benefit: This spell generates multiple beams of light that when fired gave unerring accuracy. This spell is cast as a standard action for 200 MP and generates your WIS mod beams of light. Each beam of light deals 2d6 per level celestial damage and requires a ranged touch attack to hit, these attacks can not crit and have the homing quality.
Heavenly Arrows [HEAVENLY BODY MAGIC, MAGICAL]
Benefit: This spell generates large arrows made of celestial light and fires them at your target/s. This spell is cast as a standard action that costs 150 MP and generates your WIS mod of arrows that deal 1d8 BW(celestial damage) and go up in BW as a racial weapon using the ranged attack skill.
Greater Heavenly Arrows [HEAVENLY BODY MAGIC, MAGICAL]
Benefit: This spell generates large arrows made of celestial light and fires them at your target/s. This spell is cast as a standard action that costs 150 MP and generates your WIS mod of arrows that deal 1d8 BW(celestial damage) and go up in BW as a racial weapon using the ranged attack skill and gain your level as an enhancement modifier to attack and damage.
Superior Heavenly Arrows [HEAVENLY BODY MAGIC, MAGICAL]
Benefit: This spell generates large arrows made of celestial light and fires them at your target/s. This spell is cast as a standard action that costs 150 MP and generates your WIS mod of arrows that deal 2d6 BW(celestial damage) and go up in BW as a racial weapon using the ranged attack skill and gain your level as an enhancement modifier to attack and damage.
Heavenly Blast [HEAVENLY BODY MAGIC, MAGICAL]
Benefit: This Spell generates a large blast of Heavenly magic that also pushes the target back. This spell is cast as a standard action that costs 150 MP. This spell requires a ranged touch attack to hit(this attack can not crit), deals 1d6 celestial damage per level and pushes the target back your level in squares should they fail a strength check with a DC equal to the damage dealt.
Greater Heavenly Blast [HEAVENLY BODY MAGIC, MAGICAL]
Benefit: This Spell generates a large blast of Heavenly magic that also pushes the target back. This spell is cast as a standard action that costs 150 MP. This spell requires a ranged touch attack to hit(this attack can not crit), deals 1d8 celestial damage per level and pushes the target back your level in squares should they fail a strength check with a DC equal to the damage dealt.
Superior Heavenly Blast [HEAVENLY BODY MAGIC, MAGICAL]
Benefit: This Spell generates a large blast of Heavenly magic that also pushes the target back. This spell is cast as a standard action that costs 150 MP. This spell requires a ranged touch attack to hit(this attack can not crit), deals 2d6 celestial damage per level and pushes the target back your level in squares should they fail a strength check with a DC equal to the damage dealt.
Heaven Palm [HEAVENLY BODY MAGIC, MAGICAL]
Benefit: This spell generates a blast of Heavenly magic that also launches the target into the air. This spell is cast as a standard or as part of a full attack action that costs 90 MP. This spell requires a ranged touch attack to hit that deals 1d10 BW(celestial damage) and goes up in BW using your ranged attack skill, should this attack hit it launches the target diagonally backwards and up into the air for your level in squares with a strength check to resist equal to the damage dealt.
Greater Heaven Palm [HEAVENLY BODY MAGIC, MAGICAL]
Benefit: This spell generates a blast of Heavenly magic that also launches the target into the air. This spell is cast as a standard or as part of a full attack action that costs 90 MP. This spell requires a ranged touch attack to hit that deals 1d10 BW(celestial damage) plus WIS score and goes up in BW using your ranged attack skill, should this attack hit it launches the target diagonally backwards and up into the air for your level in squares with a strength check to resist equal to the damage dealt.
Superior Heaven Palm [HEAVENLY BODY MAGIC, MAGICAL]
Benefit: This spell generates a blast of Heavenly magic that also launches the target into the air. This spell is cast as a standard or as part of a full attack action that costs 90 MP. This spell requires a ranged touch attack to hit that deals 2d10 BW(celestial damage) plus your WIS score and goes up in BW using your ranged attack skill, should this attack hit it launches the target diagonally backwards and up into the air for your level in squares with a strength check to resist equal to the damage dealt.