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THE ZAELIAN RITUALIST

Some are born with Essence. Touched by the Brothers and marked for brilliance. Predestined to do great things. Others gain their Essence over time. A minor touch from a deity after a noteworthy deed. This Essence was always known as the lifeblood of magic in Zaelia, the lone path to the arcane. Until someone made a deal with the planet herself, and opened the door to a third type of arcana. Not of Vargen. Not of Bjornen. A strong power, borrowed from Mother Zaelia, and paid for in blood.

 

As a Main Profession, Ritualists can choose three LVL 1 skills. As a Secondary Profession, Ritualists can choose two LVL 1 skills. Secondary Ritualists are prohibited from LVL 3 and LVL 4 skills, while Main Ritualists have access to all available skills upon reaching the required XP mark.

 

Main Profession Ritualists begin at 0 XP with 7 points to HP/PP and 6 points to base traits.

 

Skills: (Ritualist skills cost Health instead of Power points. They are varied in melee, range, or area of effect style. Skills in blue font may be chosen when Ritualist is a Secondary Profession. Skills in black font are reserved for Ritualist Mains.)

LVL 1 (0-19 XP)

  • Black Mark: 1 - If target dies under this hex, regain 50% power - 1HP (Might)
  • Defiled Guard: 1 - Target takes 1 dmg on successful blk - 1HP (Might)
  • Failure’s Cost: 1 - Target receives damage when it fails to hit - 1HP (Might)
  • Malaise: 1 - Target cannot be healed for the amount of turns - 1HP (Might)
  • Rotten Soil: 1 - Foes within melee range of victim are poisoned for turns - 1HP (Agility, AoE)

LVL 2 (20-39 XP)

  • Black Intrusion: 2 - If target dies under this hex, its soul is summoned as an ally - 2HP (Might)
  • Blood Oath: 2 - Successful attacks against target heals attacker - 2HP
  • Black Step: 2 - Teleport to corpse within sight, inflicting Anguish to foes in melee range - 2HP (Agility, AoE)
  • Parasite: 2 - Steal one health when target lands a hit on your allies - 2HP (Might)
  • Purchase Pain: 2 - Inflict Bleeding or Broken upon target for turns - 2HP (Agility)

LVL 3 (40-59 XP)

  • Black Sacrifice: 3 - Targets within melee range lose one less HP than the sacrifice - 3+HP (Might, AoE)
  • Force Donor: 3 - Steal health from target - 3HP (Might)
  • Transfusion: 3 - Exchange Power for Health, 2 to 1 ratio

LVL 4 (60+ XP)

  • Black Death: 3 - Targets within melee range lose one more HP than the sacrifice - 3+HP (Might, AoE)
  • Rain Blood: Foes within melee range of target are knocked Prone and Bleeding - 4HP (Agility, AoE)