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TOME of Radiance
Light is everywhere. It springs from the candle at a child's bedside, warding off the monsters in the dark. It shines from the sun, high in the sky, bringing life and warmth to all the lands of the world. It hangs in the endless void between stars, bearing witness to the awesome splendor of the universe. It lingers in the Astral expanses between worlds. But more than anywhere else - more than in the brightest lamp, or fiercest fire - Light shines in the hearts and souls of mortals. Not all of them can feel it. Most truly experience the surging of light a handful of times in their life. But for some, the light is a calling. It is a purpose, ingrained into their very nature - to live and breathe as the beacons to hold fast to the light in an often dark and terrible world. The children of light fight for a bright new day. A morning that shines in innocence, where love and laughter drown out the wicked dark. Their hope burns strong and swift, though older and wiser heads will gently rebuke such fanciful dreams. For even the sternest admonition must falter before wide and innocent eyes. After all... what wonders might be wrought if they are right?
Tome of Radiance
Tome of Radiance
CHAMPION
"Miracles happen! We can make them, with our own hands! Just look at me - what more proof do you need?" -Sayaka, a Champion Each individual has things they treasure. People or places or things they wish to protect. For some, the power of light is simply a tool to stand up and fight the battles they had always wished they were strong enough to fight. For others, the realization comes more gradually, a slow revelation of the precious world they have been charged with protecting. Regardless of how or when they understand their role, these are the champions of the light. Such individuals often do not understand the power their wield. They know that they are stronger, and faster, and that when they call for aid they are answered by a mighty torrent of illumination, but they ultimately do not care. Their power is their own, and how they use it is all that concerns them. They are the guardians of light, its stalwart wardens, and its vanguard against the darkness of the world. With unshakable courage and boundless hope, champions forge a bright new sunrise with every ounce of sweat and tears they have to offer. Role: A champion is, as with all evokers, a flexible and powerful combatant. More so than any of her peers, a champion's radiance imbues her with the strength and will to do battle with blade and bow, but it is ultimately her martial skill and luminous magic working in harmony that give the champion her power. While she will never match more focused classes for raw power, champions know full well that the most fleeting of effects, used well, can shift the tide of battle. Alignment: Any. Hit Die: d10
Class Skills
The champions class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (local) (Int), Perform (Cha), Sense Motive (Wis), Swim (Str), and Use Magical Device (Cha). Skill Ranks per Level: 4 + Int modifier.
Class Features
The following are the class features of the champion. Weapon and Armor Proficiency: A champion is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (but not tower shields). Illuminations (Su): Infused as they are with the power of light, a champion is capable of crafting and calling upon powerful manifestations of radiant energy known as Illuminations. A champion knows a fixed number of illuminations, and may change any number of her known illuminations freely each time she gains a level in this class. To
use her known illuminations, a champion must first prepare them preparing illuminations is a simple process requiring five minutes of introspection, weapons drills, or some other mentally relaxing activity. Once her preparation is complete, the champion may choose a number of her known illuminations to ready. Readied illuminations remain readied until the champion prepares new ones. A champions Evoker Attribute is Charisma. Illuminations are explained more completely in their own section. Radiant Armaments (Su): Upon awakening to the radiance within her soul, a champion establishes a bond with a particular weapon and suit of armor respectively referred to as her Costume and her Device. How a champion finds the armaments that are hers by right varies widely; she may stumble upon them in a dream, only to awake clutching them in hand, or she might find them in the crater left behind by a falling star, but they always appear within a week of attaining her first level in this class. Radiant Armaments are described more completely in their own section. Merciful (Ex): Whenever a champion deals damage with an attack or an Illumination, she may choose to deal nonlethal damage instead with no penalty to attack or damage rolls. The Power of Friendship (Ex): A champion is capable of swaying the alignment of captured foes, as described in the Power of Friendship section below. Additionally, a champion may hasten the conversion process through the brutal honesty that lies in the language of battle. A champion may challenge a captive to fair and single combat in place of a session of conversation. This combat may follow any rules the champion dictates, but it must be reasonably fair, and the captive must be fully willing - no benefit is gleaned from simply shoving a helpless captive into an arena and beating her senseless. Should the champion emerge victorious from the duel, she immediately gains 5 successes towards that captive's total, and reduces the DC of all future redemption checks with them by 3. Win or lose, a champion can only duel a given captive once. Cartridges (Su): While all evokers wield weapons and armor of light, champions possess a bond far stronger than most. Beginning at 3rd level, by storing quantities of condensed power within some physical receptacle, a champion can create a potent trinket known as a Cartridge. Despite the name, these can take any form imaginable, from metal-cased shells to glimmering gemstones to carefullyscribed prayer strips. A champion may load a cartridge into her device as a swift action, and may activate it as a free action that can only be taken on her turn. A device may hold a single cartridge at a time.
Tome of Radiance
A champion can create cartridges with a small, personalized ritual lasting at least five minutes. If she wishes, she may create cartridges in the same ritual in which she readies her illuminations. A champion may initially carry only one cartridge at a time: at fifth level, and every five levels thereafter, she may carry an additional cartridge. There is no limit to the number of cartridges a champion can create in a day, but any cartridge that leaves its creator's possession fades back into nothingness in one round. It is impossible for one champion to use the cartridges of another. Cartridges may be expended as a free action that may only be taken on the champion's turn. When a cartridge is expended, the champion selects one of her active costume effects, with the outcome of the cartridge expenditure varying based on the effect it is being used to fuel. A more complete explanation of various cartridge effects may be found below, in the section devoted to Radiant Armaments. A champion may prematurely end a cartridge effect as a free action. Force of Personality (Su): Beginning at 6th level, a champions body is fundamentally fused with radiant energy, blurring the lines between spirit and flesh. The champion may add her Charisma modifier to any of her Strength or Dexterity checks, or checks with skills based in Strength of Dexterity. The Meaning of Courage (Ex): Beginning at 10th level, whenever a champion is subject to a fear effect, she draws from her reserves of courage and faces it. A shaken champion negates the penalties and actually gains a +2 bonus on attack rolls, saving throws, skill checks and ability checks against the source of fear; a frightened champion furthermore ignores the compulsion to run away and ignores difficult terrain and other natural impediments when drawing near the enemy; a panicked champion gains a +2 bonus to Armor Class. Penalties
to attack rolls, saving throws, skill checks and ability checks still apply on the champion for any creature of object that is not the source of fear. If the champion manages to defeat or destroy the source of fear, she is healed from the condition. Mettle (Ex): Beginning at 14th level, if a champion makes a successful Will or Fortitude save that would normally reduce the saves effect, she suffers no effect from the spell at all. Only those spells with a saving throw entry of partial or half are affected by this ability, and only for purposes of Will and/or Fortitude saves with these descriptors. Font of Life (Ex): At 18th level, a champion lives and breathes luminous energy it floods her veins, and keeps her standing when anyone else would have been felled by their wounds. She is never considered disabled or staggered, even if she has less than 0 hit points or her nonlethal damage exceeds her current hit point total, and gains a bonus equal to her Charisma modifier on saving throws against death effects. Furthermore, she may continue to fight even if she has less than -10 hit points, but only to an amount of negative hit points equal to 10 plus her character level plus her Constitution modifier. Instant death effects and attacks that destroy the body still affect the champion if successful. Sunlight Apotheosis (Su): The barrier between the champion and the radiant power she channels has all but dissolved. She is likely a very different person from the one who first set foot on her long adventure, but her blazing spirit has preserved against all odds in the darkness of the world, beaming forth with a fury that angels and demons might envy. At 20th level, a champion forevermore becomes a Native Outsider with one alignment subtype of her choice, with all the traits that implies. Further, she can no longer be aged by any means mundane or magical, and will never die of old age.
Tome of Radiance
Additionally, the champion may craft a single, special illumination, binding it to the unfathomable wellspring of radiance that she has become. This illumination calculates the effect of its Foundation component as if it possessed a mote cost of (the champion's evoker level * 1.5), rounding down. The champion may evoke this illumination once per encounter, and invariably pays 20m for it, regardless of its actual cost. The champion may alter or replace this illumination whenever she gains a permanent evoker level.
Tome of Radiance
STARGAZER
"Such beauty and wonder! Truly, I have never seen its like. If we could harness even the tiniest measure of the power in that distant sea of stars, the world would know no reason for darkness." -Precia, a Stargazer Mortals have always looked to the stars. They have sung songs in their honor, painted great masterpieces in a vain attempt to capture the beauty of the heavens above. It has been said that even angels, when seeking beauty not to be found in their eternal gardens, have gazed upwards in reverence at the most ancient of lights and whispered their praises. All beings look to the stars... and yet, so very few truly see them. The light of the stars is faint. It may be drowned by the sun, by the moon - even the torches of mortals can hide them from view. Most who hear their song ignore it, if they notice it at all. But some seek it out. The task of these few is not an easy one - to extract from the vast emptiness the notes of a song older and more complex than any mortal mind could fathom. A song of beauty and ugliness both, and of the battles fought by the purest radiance the cosmos has ever known. Calling upon hidden secrets imparted by the very constellations above, stargazers shine as stars reborn in flesh, and with patience and foresight, they shall chart the path to an era bathed in light. Role: A stargazer lacks the raw power of a true caster, but she more than makes up for it with her flexibility and versatility. Capable of empowering an ally with one hand even as she blasts a foe into oblivion with the other, a wellprepared stargazer can provide aid in nearly any sort of battle imaginable. Alignment: Any Hit Die: d6
Class Skills
The stargazers class skills are Appraise (Int), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Sense Motive (Wis), Use Magic Device (Cha) Skill Ranks per Level: 2 + Int modifier.
Class Features
All of the following are class features of the stargazer. Weapon and Armor Proficiency: Stargazers are proficient with all simple weapons, and with light armor. Illuminations: Infused as they are with the power of light, a stargazer is capable of crafting and calling upon powerful manifestations of radiant energy known as Illuminations. A stargazer knows a fixed number of illuminations, and may change any number of her known illuminations freely each time she gains a level in this class. To use her known illuminations, a stargazer must first prepare them preparing
illuminations is a simple process requiring five minutes of introspection, weapons drills, or some other mentally relaxing activity. Once her preparation is complete, the stargazer may choose a number of her known illuminations to ready. Readied illuminations remain readied until the stargazer prepares new ones. Illuminations are explained more completely in their own section. Radiant Armaments (Su): Upon awakening to the radiance within her soul, a stargazer establishes a bond with a particular weapon and suit of armor. How a stargazer finds the armaments that are hers by right varies widely; she may stumble upon them in a dream, only to awake clutching them in hand, or she might find them in the crater left behind by a falling star, but they always appear within a week of attaining her first level in this class. Radiant Armaments are described more completely in their own section. Merciful (Ex): Whenever a stargazer deals damage with an attack or an Illumination, she may choose to deal non-lethal damage instead with no penalty to attack or damage rolls. Complex Formula (Su): A stargazer understands the workings of her power in ways other evokers could only dream of, coaxing their inner light into incredible displays of power. At 1st level, the stargazer may craft a single illumination as a complex formula, independent of her normal illuminations known. When evoking this illumination, the stargazer gains an effective +1 increase to evoker level for all purposes, and the illumination may be crafted using this increased evoker level for the purpose of determining mote limits. Any mote cost above the stargazers unmodified evoker level is paid for by this ability she receives the full effect of the illumination, but will never pay a number of motes greater than her unmodified evoker level. A stargazer may use her complex formula once per encounter. At 4th level, and every four levels thereafter, the stargazer may use her complex formula an additional time per encounter, and the effective increase to evoker level increases by +1. At 8th level, and again at 16th level, the stargazer may learn an additional complex formula. All of a stargazer's complex formulae are considered readied at all times, and do not count against her normal limit of illuminations known or readied, but the encounter usage limits are shared between all of them. A stargazer may alter or replace any of her known complex formulae freely whenever she gains a permanent evoker level. Astral Celerity (Su): As she adapts to take in the distant starlight so closely tied to her power, a stargazers awareness of minor disturbances in her environment grows to be heightened by this spiritual alertness. At 2nd level and onwards, the stargazer may add her Intelligence modifier as a bonus to initiative checks, up to a maximum bonus of her class level.
Tome of Radiance
Will Save Special +2 Radiant Armaments, Merciful, Complex Formula (1, +1) +3 Astral Celerity, The Power of Friendship +3 Luminous Reservoir (6m) +4 Complex Formula (1, +2) +4 Luminous Reservoir (9m) +5 Shining Schemata +5 Luminous Reservoir (12m) +6 Complex Formula (2, +3) +6 Luminous Reservoir (15m) +7 Sagacity +7 Luminous Reservoir (18m) +8 Complex Formula (2, +4) +8 Luminous Reservoir (21m) +9 Grace of Aeons +9 Luminous Reservoir (24m) +10 Complex Formula (3, +5) +10 Luminous Reservoir (27m) +11 +11 Luminous Reservoir (30m) +12 Complex Formula (3, +6), Starlight Apotheosis
Illuminations Known 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25
The Power of Friendship (Ex): A stargazer is capable of swaying the alignment of captured foes, as described in the Power of Friendship section below. In addition, a stargazer is remarkably skilled at couching her arguments in rationality and healthy common sense. Appealing to head as much as heart, a stargazer may use her Intelligence score, rather than her Charisma score, when making redemption checks. And while such arguments may at times fall of deaf ears, they do not cease to be true with repetition a stargazer may ignore any increase in DC that would result from the Jaded penalty. Luminous Reservoir (Su): Most evokers are limited to shaping the surging light within them as they would untamable river, unable to meaningfully control it beyond the fleeting instant in which it passes through them. stargazers, however, develop the talent of quieting their inner fire, gathering portions of radiant energy for carefully-planned later use. At 3rd level, a stargazer gains a reservoir of bonus motes at the beginning of each encounter. These motes may not be invested in costume elements or feats, and do not refresh with her mote pool, but they otherwise may be spent exactly as normal motes. Whenever a stargazer spends motes, she may choose to draw them from her regular mote pool, her luminous reservoir, or any combination of the two she wishes. At 5th level, and every odd-numbered level thereafter, the number of motes in this reservoir expands by three. Shining Schemata (Su): At 6th level, a stargazers understanding of her radiant power reaches a point where she can use it as fuel for the magic of others. Carefully channeling raw energy into frameworks devised by more traditional academics, a stargazer may use this power to craft
magical items, even if she does not know the spells required to make an item (although she must know the appropriate item creation feat). The stargazer can substitute a Use Magic Device check (DC 15 + spell level) in place of a required spell she doesnt know or cant cast. If the check succeeds, the stargazer can create the item as if she had cast the required spell. If it fails, she cannot complete the item. She does not expend the XP or gp costs for making the item; her progress is simply arrested. She cannot retry this Use Magic Device check for that spell until she gains a new level. For the purpose of qualifying for item creation feats, and for all purposes involved in the item creation process, treat the evoker as having a caster level equal to her evoker level. Additionally, the stargazer may henceforth use either her Intelligence modifier or her Charisma modifier on Use Magic Device checks, and she gains Scribe Scroll as a bonus feat. Sagacity (Ex): Beginning at 10th level, a stargazers graceful intellectualism and breadth of study grants her words a weight that cannot be accounted for with mere force of personality. When attempting to persuade a creature or sway its opinions, the stargazer may use a relevant Knowledge check in place of a Bluff of Diplomacy check. For example, a stargazer masquerading as a priest might use Knowledge (Religion) to fool fellow devotees, or dissuade a king from declaring war by calling upon Knowledge (History). Applicability of a knowledge skill for use with this ability is ultimately a matter of DM discretion, but lenience is encouraged. Grace of Aeons (Su): Radiance is the sword of the stargazer, and it is her shield. Its power infuses her, and the lesser ills of the world find little purchase in her gleaming
Tome of Radiance
essence. Beginning at 14th level, a stargazer adds her Intelligence modifier as a bonus to all saving throws. Starlight Apotheosis (Ex): The barrier between the stargazer and the radiant power she channels has all but dissolved. She is likely a very different person from the one who first set foot on her long adventure, but her blazing spirit has preserved against all odds in the darkness of the world, beaming forth with a fury that angels and demons might envy. At 20th level, a stargazer forevermore becomes a Native Outsider with one alignment subtype of her choice and an Augmented subtype pertaining to her previous type, with all the traits that implies. Further, she can no longer be aged by any means mundane or magical, and will never die of old age. Additionally, the stargazers powers have grown so precise, and so pure, that the cosmos truly cannot differentiate her radiance from its own, and her mastery over the lights around her is without reproach. With naught but the glimmer of a lantern, she can craft lights to rival the stars above. So long as there is a light source within 60 of the stargazer, her illuminations and any supernatural abilities granted by this class cannot be suppressed by an anti-magic field or similar effect, regardless of its strength or origin.
Tome of Radiance
EMPATH
"Open your eyes, as I did - you will see a fire that burns brighter than any in the distant sky." -Lain, an Empath Mortals yearn for light - they have huddled around crude fires since the dawn of time. They build lights to the heavens, and chase away darkness with a thousand clever inventions. And yet, if you locked a mortal in the darkest of rooms, stole the sun and stars from the sky, and drowned every candle and torch in liquid night... light would remain. An empath does not kindle some grand beacon within herself, or shout out for the lights of the world to awaken at her command. An empath simply opens her eyes. She looks within her fellow mortals and sees a sea of embers - a thousand-thousand candles, impossibly faint, which together illuminate the world below with a brilliance no celestial body could hope to match. The light of an empath is the light of mortals: from their victory fires to funeral pyres. From the darkest embers of rage, to the most resplendent beacons of love imaginable. It is the good, the wicked, and every shade between. And like the moon, the empath stands resplendent, blazing with the reflection of every heart and mind to ever grace the earth. Role: An empath possesses almost unparalleled flexibility she can access a number of potent utility powers outside of combat through her chosen aspects, and is capable of filling almost any role in a pitched battle. She lacks the focus to excel at individual tasks, but her versatility allows her to fill whatever niche is most needed at any given moment. Alignment: Any Hit die: d8
Class Skills
An empath reflects and channels a power formed from the sum total of all mortal experiences, and finds that no that task she sets her mind to will ever feel wholly unfamiliar. An empath may treat any skill as a class skill. Skill Ranks per Level: 6 + Int modifier.
Class Features
The following are class features of the empath. Weapon and Armor Proficiency: Empaths are proficient with all simple weapons, and with light and medium armor. Illuminations: Infused as they are with the power of light, an empath is capable of crafting and calling upon powerful manifestations of radiant energy known as Illuminations. The illuminations of an empath are intrinsically bound to her personas each of her personas possesses a fixed illumination capacity. The empath crafts a separate illumination list, with a number of illuminations up to her Persona Capacity, to form the Illuminations Known list for each of her personas. While manifesting a persona, an empath can evoke any illumination
known by that persona she does not require any form of preparation beyond donning the persona itself. In addition to those illuminations bound to her personas, beginning at 4th level, the empath gains a small number of Innate Illuminations. These illuminations are always considered to be both Known and Readied, regardless of which of her personas an empath is currently manifesting. Illuminations are explained more completely in their own section. Radiant Armaments (Su): Upon awakening to the radiance within her soul, an empath establishes a bond with a particular weapon and suit of armor. How an empath finds the armaments that are hers by right varies widely; she may stumble upon them in a dream, only to awake clutching them in hand, or she might find them in the crater left behind by a falling star, but they always appear within a week of attaining her first level in this class. Radiant Armaments are described more completely in their own section. Merciful (Ex): Whenever an empath deals damage with an attack or an Illumination, she may choose to deal non-lethal damage instead with no penalty to attack or damage rolls. Manifest Persona (Su): An empath draws her power from the teeming masses of life from the sparks of light that reside within the souls of every being, living, dead, or immortal. In the great pool of thought and feeling that makes up the world of men and gods, each empath finds many reflections, each one binding her to another facet of the world. These reflections are an empaths Personas the primordial mantles that allow her to unleash the radiance she had gathered in patterns all her own. An empath may manifest any of her personas (or dismiss her current persona) as a swift action. If she attempts to manifest a persona while manifesting a different one, the original persona is automatically dismissed without requiring any additional action. Shifting personas often has a profound visual effect on an empaths costume, but this is not always the case, and such alterations are universally cosmetic. In addition to allowing her to access her Illuminations, an empaths personas grant her a number of potent abilities, derived from their chosen Aspects. The aspects are potent forces in their own right, each one an infinitely complex face of the great mortal consciousness. When the empath forms a new persona, she chooses its aspect from the following list. Once chosen, a given personas aspect can never be changed (though the illuminations allocated to it can be still be changed normally as an empath gains levels). All aspects, save for one, exert some degree of mental influence over empaths who manifest them. Such influence can be ignored if need be, and never rises to the level of true compulsion, but empaths particularly powerful ones often find themselves slipping into the guise of their aspect in times of emotional stress.
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The Power of Friendship (Ex): An empath is capable of swaying the alignment of captured foes, as described in the Power of Friendship section below. In addition, an empath is can open themselves to others in a way that can form bonds as strong and true as those she pushes forward with force of personality. Using a keen ear and open mind, an empath may use her Wisdom score, rather than her Charisma score, when making redemption checks. This particular method of reconciliation allows an empath to develop a powerful sense of her own identity, and redemption checks made against her experience a DC increase as if the empath possessed an alignment subtype. Moonlight Apotheosis (Su): The barrier between the empath and the radiant power she channels has all but dissolved. Many like her have lost themselves along the path she walks, fading away in the face of something infinitely greater than themselves, but her blazing spirit has preserved against all odds, beaming forth with a fury that angels and demons might envy. At 20th level, an empath forevermore becomes a Native Outsider with one alignment subtype of her choice and an Augmented subtype pertaining to her previous type, with all the traits that implies. Further, she can no longer be aged by any means mundane or magical, and will never die of old age. Additionally, the empath may open herself to the world in ways her less experienced sisters could scarcely imagine. The empath may partially manifest a second persona without dismissing her original. She does not gain the illumination list of this secondary persona, but she gains the granted abilities of both personas' aspects. Bonuses to saving throws and skills
from different personas do not stack, and she uses the better Base Attack Bonus progression of the two.
Empath aspects
Every time an empath gains a new persona, she must choose one of the following aspects to associate with that persona. Once made, this choice can never be changed. An empath must be at least 5th level to select a Lesser aspect, 10th level to select a Greater Aspect, and 15th level to select a Sublime aspect.
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possess by virtue of the Trap Sense class feature. Lastly, she gains a bonus to Acrobatics, Escape Artist, and Disable Device checks equal to her Wisdom modifier. of motes equal to (Countered Spells Level * 2). If the empath does not have enough motes, the counterspell fails, but the motes are not consumed. Lastly, she gains a bonus to Acrobatics, Handle Animal and Sense Motive checks equal to her Wisdom modifier.
The Emperor
Strength is arguably the oldest of all virtues. Before good or evil, the mighty reigned supreme, and the mortal psyche has never forgotten the days of might-make-right. The Emperor is both the iron fist and the stalwart shield it is the ancient right of the mighty to stand over the weak, regardless of whether that position is used to protect or oppress. Empaths manifesting the Emperor often find themselves driven to establish their dominance in any situation, and can struggle with accepting any authority but their own. The Emperor is an aspect of intense and forceful action but its aggression can be an unwanted burden if left to run unchecked when a soft touch would be better suited. An empath manifesting a persona with the Emperor aspect treats Fortitude as a good save, and she uses the Fighters Base Attack Bonus progression to determine the BAB granted by her empath levels. Additionally, an empath manifesting the Emperor gains an unyielding resistance to the will of others. She gains a bonus to saving throws against mind-affecting abilities equal to 1/2 her class level (to a minimum bonus of +1). This bonus is doubled against fear effects. At 10th level,
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this ability strengthens to the point where would-be maestros cannot help but cower as their strings are cut: whenever the empath saves successfully against a mind-affecting spell or power, she may turn it against its original wielder as an immediate action. A spell or power reversed in this manner retains all its original parameters - only the target changes. Lastly, the empath gains a bonus to Intimidate, Escape Artist, and Survival checks equal to her Wisdom modifier. another, any empath wielding this aspect must eventually come to terms with their desires. An empath manifesting a persona with the Lovers aspect treats Will and Reflex as good saves, and she uses the Clerics Base Attack Bonus progression to determine the BAB granted by her empath levels. Additionally, an empath manifesting the Lovers may forge a spiritual link with others as a standard action. This effect functions identically to an unaugmented use of the Mindlink power, save that it has a duration of 24 hours/level and functions even across different planes. The empath may have a maximum number of such links active equal to her Wisdom modifier creating new links beyond this limit automatically breaks one existing link, chosen by the empath. At 10th level, the empath gains the benefit of a constant Status spell targeting any individual with which she has established a link, and may Scry on them (as if casting the spell) by spending five minutes in a meditative trance. At 15th level, the empaths mindlinks no longer have a limit to their duration they will last until released by the empath, and will otherwise re-establish themselves automatically in 5 rounds if broken or dispelled. Lastly, the empath gains a bonus to Appraise, Perception, Perform and Sense Motive checks equal to her Wisdom modifier.
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Strength (Lesser)
Mortals aspire to greatness, almost without exception. Greatness of mind, or spirit, or body the specifics vary, but all gaze upwards at the heroes who came before and picture themselves upon a similar pedestal. The aspect of Strength is formed of collective vision of such paragons and heroes. It does not act itself, but rather inspires those around it to cast off their weakness and seek out their true potential. Empaths manifesting the aspect of Strength find themselves driven to lead by example, and to help others rise to become the best they can be. An empath manifesting a persona with the Strength aspect treats Fortitude and Will as good saves, and she uses the Clerics Base Attack Bonus progression to determine the BAB granted by her empath levels. Additionally, an empath manifesting Strength may exert an aura of quiet power that fortifies the weary bodies of her allies. By spending one minute in meditation, the empath heals one point of ability damage from each of her ability scores. A number of allies up to the empaths Wisdom modifier may join in this meditation, sharing in its benefits so long as they remain within 30 feet of the empath. At 10th level, this effect may restore ability drain. At 15th level, this ability may restore ability burn, bypassing the normal restriction against restoring ability burn through magical means. Lastly, the empath gains a bonus to Diplomacy, Handle Animal, Heal, and Perform checks equal to her Wisdom modifier. the empath gains a bonus to Knowledge checks equal to her Wisdom modifier.
Justice (Greater)
Even in situations where the very concept seems absurd, most mortals adhere to some sort of code. Fairness, morality, karma all such things manifest themselves in Justice. The aspect of Justice embodies the laws that bind mortal races, both written and unwritten. It is the promise upheld, the edict spoken, the trust of one individual for another and the punishment when such trust is violated. Empaths manifesting Justice can have difficulty making light promises, and will often feel compelled to go to great lengths to uphold those she has made in the past. An empath manifesting a persona with the Justice aspect treats Fortitude and Will as good saves, and she uses the Fighters Base Attack Bonus progression to determine the BAB granted by her empath levels. Additionally, while manifesting Justice, she may brand a creature with a Mark of Justice, which functions as the spell of the same name using her Empath level as her effective caster level for all purposes. The empath may only have up to her Wisdom modifier creatures thus marked at any given time, and may release any of her subjects from their mark at any time as a free action. At 10th level, the empath in instantly alerted whenever one of her Marks of Justice is activated though a violation of its terms, and may innately sense the distance and direction to bearers
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of activated Marks so long as they are on the same plane. At 15th level, the empaths Marks of Justice can no longer be removed by any effect other than a Wish, Miracle, or the willing release of the mark by the Empath herself. Lastly, the empath gains a bonus to Intimidate and Sense Motive checks equal to her Wisdom modifier. Attack Bonus progression to determine the BAB granted by her empath levels. Additionally, as a standard action, an empath manifesting Death may strike out with a cleansing tide of negative energy, burning pain and impurity from her targets very soul. This effect is delivered as a melee touch attach, and an unwilling target may attempt to resist the effect with a Will saving throw with a DC of (10 + half of empaths class level + her wisdom modifier). If the target is willing, or fails its saving throw, it immediately gains one negative level. Further, it restores two points of damage or drain to each damaged or drained ability score, and heals (5 * targets HD) hit points to its target. Negative levels inflicted by this ability fade at a rate of one per minute. Lastly, the empath gains a bonus to Disable Device, Heal, Survival, and checks equal to her Wisdom modifier.
Temperance (Greater)
In the land of mortals, none stand alone. For every blade or suit of armor brought to battle, there is a smith. For every artful maneuver, there is a teacher. For every lasting peace, there is a magnanimous victor. Temperance lies not in greatness, but in those that bring greatness to fruition. It lies in the bruises dealt by the wizened master who trains the hero before his quest, and in the words of the sage who offers their advice to the girl who would be queen. Empaths manifesting Temperance are often driven to push others, and themselves, up to any beyond their normal limits. Wasted potential evokes feelings of faint disgust, and honing existing tools always often like a more appealing option than attempting to craft new ones. An empath manifesting a persona with the Temperance aspect treats Will and Fortitude as good saves. Additionally, with a ritual requiring one minute of meditation between the empath and a single willing target, an empath manifesting Temperance may imbue another being of equal or lesser power with an echo of the greatness that could one day be theirs. The target receives a number of virtual Hit Dice equal to (empaths class level targets HD). Each virtual HD thus granted increases the benefactors maximum HP by (5 + benefactors Con modifier), and grants them a +1 bonus to attack rolls, damage rolls, skill and ability checks, saving throws, and effective Hit Dice for the purposes of any spells or abilities that might target them. An empath may have up to (her Wisdom modifier) creatures blessed with this ability at any given time, and may revoke her blessing from any one of them as a free action. Otherwise, the blessing possesses an unlimited duration. At 15th level, an empath may also choose to grant her beneficiaries the ability to evoke a single illumination, chosen by the empath from those assigned to any of her personas with the Temperance aspect. The target may evoke this illumination despite lacking a mote pool or evoker level, and the effect manifested is in all aspects identical to an illumination evoked by the empath herself (including save DCs, effective evoker level, and the like). Once
Death (Greater)
Endings are a two-faced coin for all that mortals fear the eternal spectre of their demise, their every action brings about other, smaller deaths. The aspect of Death embodies the demise of ideas, of beliefs, of traditions and nations and cultures and yes, at times, evens the deaths of other mortals. Without death, the world would stagnate and rot from within, but that is little consolation to those who it claims. Empaths manifesting the aspect of Death find the ties of sentimentality loosened. Letting go is less painful, and silver linings present themselves easily. Beings prolonged past their time tend to incite faint feelings of disgust, and the empath may at times feel an urge to let defeated enemies die cleanly, rather than capturing them alive and subjecting them to the messy processes of justice. An empath manifesting a persona with the Death aspect treats Will as a good save, and she uses the Clerics Base
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used, such a borrowed illumination may not be evoked again for 1d4 rounds. Lastly, the empath gains a bonus to Appraise, Diplomacy, and Perception checks equal to her Wisdom modifier. many empaths forswear this aspect for fear of the changes it might evoke in them. An Empath manifesting a persona with the Tower aspect treats Fortitude as good saves, and she uses the Fighters Base Attack Bonus progression to determine the BAB granted by her empath levels. Additionally, an empath manifesting the Tower continuously exudes an aura with a radius of (5 * empaths Wis mod) feet. Whenever damage is dealt to the empath, all other creatures within the aura (including the empath herself) take half that amount, rounded down, as retributive damage. Damage that the empath deals herself through this ability is converted into nonlethal damage, unless she is immune to nonlethal damage. Retributive damage inflicted by this aura does not trigger any additional effect. The effect of this aura targets friends and foes without discrimination, and the empath may not exclude a creature the influence of her aura she may, however, deactivate or reactivate her aura as a swift action. Lastly, the empath gains a bonus to Autohypnosis and Intimidate checks equal to her Wisdom modifier.
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light. Alone of all Aspects, the Moon inflicts no foreign thoughts or otherworldly compulsions. Empaths, who shroud themselves in the hopes and dreams of others, have always shown a special affinity for the moon in a grand fit of cosmic irony, they are truest to themselves when dancing in a masquerade of lies. An Empath manifesting a persona with the Moon aspect treats Reflex and Will as good saves, and she uses the Clerics Base Attack Bonus progression to determine the BAB granted by her empath levels. Additionally, an empath manifesting the Moon continuously exudes an aura with a radius of (5 * empaths Wis mod) feet. For the purposes of skills, spells, and abilities, all words spoken by individuals within this radius are considered true Sense Motive checks will reveal only honesty, and lie-discerning magic will pass over such utterances without a trace. This does not inflict any form of compulsion upon listeners, nor even compel them to believe in the factual truth of a statement, but they will always view claims by creatures within the aura to be of utmost honesty. Lastly, the empath gains a bonus to Bluff, Disguise, Linguistics and Perform checks equal to her Wisdom modifier. manifesting the Star continuously exudes an aura with a radius of (5 * empaths Wis mod) feet. Creatures within this aura may use their own saving throw modifiers or those of the Empath, at their discretion. This effect benefits friends and foes without discrimination, and the empath may not deny a creature the benefit of her aura she may, however, deactivate or reactivate her aura as a swift action. If the empath is unconscious, her aura is automatically suppressed. Lastly, the empath gains a bonus to Diplomacy, Perform, and Heal checks equal to her Wisdom modifier.
Judgment (Sublime)
Mortals yearn for absolutes. While scholars and sages may delve into the fine gray lines between right and wrong, good and evil, or fact and fabrication, most would rather feed their minds with the succulent dish of certainty. The aspect of Judgment embodies every cry ever voiced for a god, king, or parent cries to strip away the miasma of doubt and replace it with the comforting pillars of the absolute. Empaths manifesting Judgment often struggle to accept or process any new information that might conflict with their beliefs though when those beliefs are challenged, they will hold fast to their values with unshakable resolve. An empath manifesting a persona with the Judgment aspect treats Will as a good save. Additionally, an empath manifesting Judgment may cut through superficial traits to know the truth of a creatures essence with nothing more than a glance. The empath continuously gains the benefits of the Arcane Sight and See Invisibility spells. The empaths arcane sight functions as the spell, and additionally allows the empath to discern surface thoughts, alignments, and the presence or absence of duplicitous intent in any creatures the empath observes. However, any creature observing the empath gains identical benefits, which apply only for the purpose of observing the empath herself. Lastly, she gains a bonus to Appraise, Sense Motive, and Knowledge checks equal to her Wisdom modifier.
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ILLUMINATIONS
Illuminations are an evokers greatest power the ability to harness the awesome energies of light and channel them into mystical effects. This power presents itself to each individual differently, and as such, it is impossible to compile a singular list of illuminations. Instead, a magical girl must feel out her own powers as she develops them, crafting a suite of abilities unique to her. An evokers Illuminations are powered by Motes of radiant energy. Such power is almost inexhaustible, but it does have limits. An evokers Mote Pool is equal to [Evoker Level * 2]. An evokers mote pool refreshes at the beginning of each of her turns, restoring itself to its full value. When a magical girl learns new illuminations, she does not select them from a list, but rather crafts them from a wide array of components. Each illumination begins as one of three base effects, which an evoker can enhance with a wide array of components. Every component has an associated mote cost, and many allow that mote cost to be raised in exchange for more powerful effects. The final cost of an illumination is equal to the total cost of its base effect added to the cost of its components. A magical girl may not craft any illumination with a cost greater than her evoker level in motes. While certain components suggest particular manifestations, the cosmetic aspects of an illumintion are entirely up to the evoker crafting it - a functionally identical illumination might manifest as a javelin of lightning to one and a flurry of shots from conjured rifles to another. Whenever an illumination offers a saving throw, unless otherwise noted, the save DC is equal to [10 + half the magical girls evoker level + the modifier of her evoker attribute]. The evoker attribute varies between the various styles of magical girl: champions use Charisma, empaths use Wisdom, while stargazers harness their powers with Intelligence. Many components are restricted in what type of evoker may access them, and each individual component lists those classes that it is compatible with. Further, it is impossible to craft or evoke any illumination with a cost of less than 1m. Any illumination with a lower mote cost must select components to raise its cost until it reaches a positive value. To craft an illumination, one must select a base illumination type (Blast, Barrier, or Surge), a Foundation component to determine the base effect, and must purchase at least one rank in a Shape component to determine the illumination's basic targeting. It is impossible for any illumination to possess more than one Shape or Foundation component. If the evoker wishes, she may then add as many Secondary components as she can budget into her mote limit. Foundation components scale automatically, at varying rates, with the cost of an illumination. All other components increase the illumination's mote cost. If she wishes, an evoker can independently raise an illumination's mote cost without adding any additional components or ranks.
Further, it is impossible to craft or evoke any illumination with a cost of less than 1m. Any illumination with a lower mote cost must either select components or manually raise its cost until it reaches a positive value. Regardless of the number of motes or actions available, an evoker may only use spend a number of motes up to her evoker level on illuminations of a given base type (Blasts, Barriers, and Surges) in a round. An evoker may alter or replace any of her known illuminations freely whenever she gains a permanent evoker level. Illuminations are Supernatural effects.
The three evoker classes take radically different approaches to channeling their radiance, but they nonetheless share a common root. An evoker may add a total to her Evoker Level in each illumination-using class equal to one half of her total Evoker Level in all other illumination-using classes, rounded down. She learns and readies her illuminations for each class separately. For any ability other than an illumination that would refer to Evoker Level, use her highest evoker level.
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BLASTS
The rawest, purest form of radiant power a magical girl can evoke, blasts do precisely what their forthright moniker promises. Blasts pummel, scorch, or otherwise inflict raw damage on an evoker's enemies, scouring them away in a maelstrom of light. Evoking a Blast illumination is a standard action.
same action as the blast, such as the weapon damage of an Assault illumination, does not trigger this effect. If the latent damage on a target is about to discharge, the evoker may choose to prevent the discharge as an immediate action.
Foundation Components
Clinging (Stargazer)
While most blasts are near-instantaneous effects, some skillful evokers are capable of enticing them to linger on. This weakens the initial burst of power... but continues to eat away at the blast's target to devastating effect. A blast with this foundation deals 1d4 damage for each mote of the illumination's cost. Further, when you successfully deal damage to a target with an illumination possessing this component, they must make a fortitude save. If they succeed, this component has no further effect. If they fail, they take damage equal to half the original damage dealt by the blast at the beginning of each of their turns for a number of rounds equal to one third the illumination's mote cost.
Shape Components
Cascade (Champion, Empath, Stargazer]
Mote Cost: 0m + 3m/rank beyond the first A single blast of power is the calling card of many magical girls. Brutal, overpowering... and incredibly inelegant. For situations calling for a measured hand and precise aim, it is common for magical girls to configure a barrage of lesser blasts, annihilating enemy forces with the precision of a laser blade. The illumination targets up to one creature per rank in the Cascade component within a 60' base range with a ranged touch attack. The evoker makes only a single attack roll, comparing it to the touch AC of each of her targets.
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Imbue (Champion, Empath)
Mote Cost: 1m When a warrior of the light wishes to exercise a measure of finesse beyond that of a simple, brute-force assault, it is not uncommon for her to by stymied by the volatile nature of her own power. Designed as a means to work around this instability, the Imbue component infuses an evoker's weapon with radiant energy, ready to be discharged at a moment's notice. A blast with this component is activated as a swift action, rather than a standard action, empowering any single weapon she is currently wielding. The next time the magical girl makes a successful attack with that weapon, the target of her attack suffers the effects of the imbued blast along with those of the attack itself. If it is not discharged, the imbuement fades at the beginning of the evoker's next turn. bundles equal to (2 * ranks) anywhere within a base range of 20'. Energy bundles may only be placed in unoccupied squares, and no more than one bundle may be placed in any given square. Whenever a creature enters an energy bundle's square, that bundle detonates with a blast radius of 5'. Targets within the area of effect can attempt a reflex save for half damage. At the beginning of the evoker's next turn, all remaining energy bundles detonate. Creatures caught in multiple simultaneous detonations only make a single saving throw, and only take the illumination's damage once, but the reflex save DC increases by +2 for every overlapping explosion beyond the first.
Secondary Components
Horizon (Champion, Empath, Stargazer)
Mote Cost: 1m/rank Boosting the cohesion and longevity of a blast, this component allows the range of an illumination to be dramatically increased. For each rank of the Horizon component applied to an illumination, its base range doubles. This does not affect the radius, length, or other measurements of any potential Shape effects, and does not benefit illuminations whose Shape does not specify a base range.
Bombs (Stargazer]
Mote Cost: 2m/rank Radiant power is inherently unstable - it can be channeled, refined, and redirected, but its eventual eruption is all but inevitable. The illumination no longer requires an attack roll, instead allowing the magical girl to scatter a number of energy
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Prism (Champion, Empath, Stargazer)
Mote Cost: 2m/rank Refracting the polychromatic purity of light into its manifold components, the Prism component converts a blast into one of the more common forms of energy. Upon readying this illumination, you may select an energy type (Acid, Cold, Electricity, Fire, or Sonic). The damage dealt by the blast becomes energy damage of that type, rather than untyped damage. Each rank of this component allows you to select an additional energy type to apply to the blast. When damaging an enemy with energy resistance, immunity, the ability to heal from damage taken, or similar damage reducing abilities that would apply to one or more component damage types, only the least effective such ability applies against the amalgam damage, or none if none of them would apply to one or more of the component damage types. All other effects apply as though the amalgam damage was the most damaging of its component damage types with respect to that ability.
Volatility (Stargazer)
Mote Cost: 7m/rank Life is a powerful force, and as it fades or dims it is possible to use such vital energy to fuel a potent chain reaction of luminous effects. When an enemy is killed or knocked unconscious by a blast with the Volatility component, you may immediately re-evoke that blast at no mote cost, using the fallen target as the origin point for this secondary blast. When a blast is re-evoked in this manner, it loses one rank of this component, but is otherwise identical. Volatility may only be triggered by the initial damage of a blast - secondary damage, such as that from the Clinging component, will not activate this effect.
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BARRIERS
By channeling her powers toward warding and defense rather than obliterating her foes, a magical girl can generate potent constructs known as barriers. Unless otherwise specified, any effect granted to the edge of a barrier is two-way and indiscriminate, equally affecting those on both sides (including the evoker herself). Barriers have a base duration of one round. Evoking a Barrier illumination is a move action.
grants a limited form of concealment. This functions identically to normal concealment, but inflicts a 10% miss chance, rather than 20%. If the barrier's cost is at least 4m, the miss chance increases to 20%. At 8m, the miss chance increases to 30%. If the barrier costs at least 12m, it instead grants a limited form of total concealment. This functions identically to normal total concealment, but inflicts a 40% miss chance, rather than 50%. If the barrier costs at least 16m, the miss chance increases to 50%.
Foundation Components
Barricades (Champion, Empath, Stargazer)
A powerful tool in the hands of those that know how to use it, the component of Barricades allows a tactician to partition a battlefield as she pleases or a warrior to prevent the escape of her prey. So long as the barrier's mote cost is at least 1m, the edge of the barrier is a quasi-solid object capable of blocking movement. Moving through this edge costs 10 feet of movement, though this cost can be ignored with a successful strength check against a DC equal to the save DC of the evoker's illuminations. Alternately, a creature may force their way through the barrier regardless of speed or strength with a fullround action. If a creatures does not wish to pass through the barrier, they may interact with it as they would any solid surface, including climbing or standing on top of it. For every 3m of this barrier's cost, movement through the edge of the barrier costs an additional 5 feet and the DC to force through it increases by +2. If the barrier costs at least 12m, it is impassable without use of a strength check or a full-round action. Despite its seeming solidity, a barrier with this component does not affect targeting or line of effect in any way.
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Secondary Components
Pilgrimage (Champion, Empath, Stargazer]
Mote Cost: 1m/rank Boosting the cohesion and longevity of a barrier, this component allows the range of an illumination to be dramatically increased. For each rank of the Pilgrimage component applied to an illumination, its base range doubles. This does not affect the radius, length, or other measurements of any potential Shape effects, and does not benefit illuminations whose Shape does not specify a base range.
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component, a magical girl can rouse the winds to her her command, conducting them as a maestro might lead a symphony. The interior of the barrier is subjected to Light Wind, blowing in a direction of the evoker's choosing. For each rank of this component beyond the first, the severity of the wind force increases by one step.
Anchors (Stargazer)
Mote Cost: 5m/rank The grip of earth and stone might seem implacable to most. But magical girls know full well that the edicts of gravity are in truth mere suggestions. Some take this beyond simple flight, coaxing leniency from entire swathes of terrain - such practices are difficult to master, but the potency of such effects cannot be denied. The interior of the barrier experiences a shift in gravity upon evoking the illumination, the magical girl may choose to impose Light Gravity or Heavy Gravity. If at least two ranks of this component have been applied to the barrier, the magical girl may may also choose to impose No Gravity. If at least three ranks have been applied, she may choose to impose Objective Directional Gravity in a direction of her choice.
Visions (Stargazer)
Mote Cost: 5m A great tool of tricksters and masters of misdirection, the component of Visions fills a barrier with false phantasms summoned by the magical girl. The interior of the barrier contains a vivid illusion, identical to that created by the spell Major Image. Viewers are permitted a Will saving throw to disbelieve the effect upon viewing it.
Silence (Stargazer)
Mote Cost: 10m In light, there is harmony. In light, there is stillness. In light, there is serenity. Calling upon the great constants of the world, this component quells the riotous tumult of mortals and enforces a state of mystical serenity. The interior of the barrier experiences the effects of an Antimagic Field. If a barrier with this effect is placed upon a targeted creature, rather than an area, that creature may attempt a new Will saving throw at the beginning of each of their turns.
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SURGES
Foundation Components
Battles (Champion, Empath, Stargazer)
Awed bystanders have whispered often of the alacrity of the most powerful magical girls. They move not with the precise form and motion of a master swordsman, but with a blinding swiftness born of passion and the very light they wield. If this illumination costs at least 7m, when the recipient of the surge makes a full attack, she may make an additional attack at her highest base attack bonus. For every additional 7m of cost, the illumination grants its target an additional attack at her highest base attack bonus. These extra attacks do not stack with those granted by Haste or similar effects.
shudder at the righteous fury of an evoker, and the targets of their wrath feel fate itself conspiring against them. For every 4m of this illumination's cost, targets of the effect suffer a -1 penalty to all saving throws, to a minimum penalty of -1.
Consumption (Stargazer)
To an evoker, light is life, and wonder, and beauty untold. But such radiance can be an awful thing to those who have not been touched by its power - a ghastly-bright inner fire that consumes their very souls. The target of the surge must make a Fortitude save or contract a supernatural illness known as Radiant Wasting, the result of a shard of tainted light embedded deep in their essence. This functions just as any other supernatural disease, with a save DC equal to the evoker's illumination save DC, an incubation period of one day, and no infection vector beyond use of this surge. Radiant Wasting deals 1d4 damage to one ability score, chosen by the evoker when she crafts an illumination with this component. For every 4m of this illumination's cost, she may select an additional ability score to deal 1d4 damage to, or increase the damage to an already selected ability by +2. Radiant Wasting may be cured like any other disease, but effects that emulate diseases (such as the spell Contagion) are unable to mimic it: Radiant Wasting's symptoms are too volatile, and too closely tied to individual evokers, to be reproduced with any sort of coherency. An individual who contracts Radiant Wasting from a surge with this component retains their affliction even after the surge's duration would otherwise end.
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to reinforce and fortify natural potential. The recipient of the surge receives a +2 Enhancement bonus to an ability score chosen when the illumination is crafted. For every 3m of the illumination's cost, the evoker may add a +2 Enhancement bonus to another ability score. The same ability score can be chosen for this boost multiple times, and its effects stack. Traditionally, crafting a surge is an act of finesse and meticulous control, gathering radiant power in precise ratios to eventually unleash in a cascade of power. Still, some evokers prefer to just power up their weapon and hit things. A surge with this component empowers any single weapon she is currently wielding. The next time the magical girl makes a successful attack with that weapon, the target of her attack suffers the effects of the imbued surge along with those of the attack itself. If it is not discharged, the imbuement fades at the beginning of the evoker's next turn.
Secondary Components
Amplitude (Champion, Empath, Stargazer)
Mote Cost: 1m/rank Boosting the cohesion and longevity of a surge, this component allows the range of an illumination to be dramatically increased. For each rank of the Amplitude component applied to an illumination, its base range doubles. This does not affect the radius, length, or other measurements of any potential Shape effects, and does not benefit illuminations whose Shape does not specify a base range. Purity [Empath, Stargazer] Mote Cost: 2m/rank True healing is beyond the powers of light, save in the rarest of circumstances, but the illuminations of a magical girl can nonetheless drive away many ills of the world even if only for a time. The target of the surge may, for its duration, ignore one of the following effects for each rank of this component; Blinded, Confused, Cowering, Dazed, Dazzled, Deafened, Energy
Shape Components
Awakening (Champion, Empath, Stargazer)
Mote Cost: 0m There is power buried deep within every evoker to rival the mightiest of heroes. To call upon that wellspring, even unknowingly, is to tap a near-limitless source of potential, and even the mightiest of surges can seem effortless when turned inward. The surge targets the evoker.
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Drained, Exhausted, Fascinated, Fatigued, Frightened, Nauseated, Panicked, Paralyzed, Shaken, Sickened, or Turned. Which effects are suppressed must be chosen at illumination creation. Each selection of Energy Drained suppresses only one negative level. The evoker must suppress Shaken before she can suppress Frightened, Frightened before Panicked or Cowering, Fatigued before Exhausted, Sickened before Nauseated, and Dazed before Paralyzed. These effects are not removed from their target, nor are they re-applied when this surge fades - this illumination merely suppresses the effects of the conditions affected.
Mirage [Stargazer]
Mote Cost: 4m/rank Calling upon the capricious nature of relative light and space, the Mirage component is a powerful defensive measure against those unable to pierce its trickery. The recipient of the surge gains a number of illusory duplicates equal to the number of ranks in this component. These duplicates share her space and mimic her actions, functioning identically to those created by the spell Mirror Image.
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