White Gamut

<--Divine Magic
The White Gamut is magic that deals with the manipulation and manifestation of light and the divine and enchantments through auras. It is a diverse style of magic generally focused on defense and restoration. Only sorcerer's with [Divine Mana] may learn from the White Gamut; a white mage may not learn any spells from the White Gamut. Any character with at least one spell learned in the White Gamut is considered a white mage in addition to their other professions and may claim it as their primary Path.
A white mage may only learn a spell with a higher level requirement once they have learned at least one spell from the previous level requirement of the White Gamut. An ability with Rank 1+ can be leveled up by investing more skill points into the ability, this provides the same effect as the first level of the ability for as many ranks as the ability has been leveled up; an ability may only be ranked up once the white mage reaches the next level tier, ie: 5, 10, 15 etc. from the abilities required level. 
Only one aura can be active at a time unless explicitly stated; auras carry over between battles and it only costs MP when switching or activating them; auras may be switched in or out of combat; losing consciousness disables any active auras.
An ability may not be learned unless the white mage meets its requirement criteria.
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==Auramancy==
Requires: Level 1
[Propitious Spark]
(Requires Level 1 Sorcerer)
(Requires [Divine Mana])
Minor Action - Auramancy
5 MP - Ranged Spell Ability (10 Range)
Enchants the white mage with a Propitious Aura.
Adds a [Spark of Devotion] spell buff to the target that adds +1 to all talents.
Lasts for one turn; this effect doesn't stack.
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[Spark of Devotion]
(Requires Level 1 Sorcerer)
(Requires [Divine Mana])
Minor Action - Auramancy
4 MP - Ranged Spell Ability (10 Range)
Adds a [Spark of Devotion] spell buff to the target that allows them to make an additional +1 minor actions on their turn.
Lasts for two turns; this effect stacks.
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[Holy Strength]
(Requires Level 1 Sorcerer)
(Requires [Divine Mana])
Minor Action - Auramancy
5 MP - Ranged Spell Ability (10 Range)
Adds a [Holy Strength] spell buff to the target that adds +1 to damage and spellcraft and an additional +1 damage and spellcraft at 30, 70, 110, 150 etc INT.
Lasts until the end of combat; this effect doesn't stack.
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[Holy Shield]
(Requires Level 1 Sorcerer)
(Requires [Divine Mana])
Minor Action - Auramancy
5 MP - Ranged Spell Ability (10 Range)
Adds a [Holy Shield] spell buff to the target that provides them with +1 AC and MR and an additional +1 AC and MR at 30, 70, 110, 150 etc INT.
Lasts until the end of combat; this effect doesn't stack.
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Requires: Level 5
[Spark of Protection (Color)]
(Requires Level 5 Sorcerer)
(Requires [Divine Mana])
Minor Action - Auramancy
5 MP - Ranged Spell Ability (10 Range)
The white mage must declare a specific (Color) from the following Gamuts of magic: Red, Blue, Green, Orange, Black, or White.
Adds a [Spark of Protection (Color)] spell buff to the target that {prevents them from being targeted by spells of the declared (Color) Gamut}; any buffs of the declared (Color) already affecting the target, that have yet to resolve, are unaffected; this ability and the associated buff may be targeted by any spell regardless of the declared (Color); this ability can't fall victim to it's own effect. 
Lasts for two rounds; this effect stacks.
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[Propitious Aura]
(Requires Level 5 Sorcerer)
(Requires [Divine Mana], [Propitious Spark])
Minor Action - Auramancy
6 MP - AOE Buff Ability (10 Range)
Enchants the white mage with a Propitious Aura.
Adds a [Propitious Aura] spell buff that provides +1 to all talents for nearby friendly characters, including the white mage.
This effect is refreshed at the start of each turn of combat if it is dispelled; this effect doesn't stack.
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Requires: Level 10
[Angelic Arms]
(Requires Level 10 Sorcerer)
(Requires [Divine Mana], [Holy Strength] or [Holy Shield])
Passive Effect - Auramancy
Adds an additional effect to [Holy Strength] buffs that may be used to change the damage type of melee and ranged attacks made by the target to divine; adds an additional effect to [Holy Shield] buffs that may be used to change the target's armor type to divine.
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[Aura of Devotion]
(Requires Level 10 Sorcerer)
(Requires [Divine Mana], [Spark of Devotion])
Minor Action - Auramancy
8 MP - AOE Buff Ability (10 Range)
Enchants the white mage with an Aura of Devotion.
Adds an [Aura of Devotion] spell buff that allows nearby friendly characters to make an additional +1 minor actions on their turn, including the white mage.
This effect is refreshed at the start of each turn of combat if it is dispelled; this effect doesn't stack.
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Requires: Level 15
[Shield of Faith]
(Requires Level 15 Sorcerer)
(Requires [Divine Mana])
Major Action - Auramancy
12 MP - Ranged Spell Ability (10 Range)
Adds a [Shield of Faith] spell buff to the target that prevents attacks and/or spell attacks that would deal up to INT damage that they would receive; this effect works as an interrupt and is declared by the white mage.
Blocks up to three attacks and/or spell attacks or until the end of combat; this effect doesn't stack.
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[Aura of Protection (Color)]
(Requires Level 15 Sorcerer)
(Requires [Divine Mana], [Spark of Protection (Color)])
Minor Action - Auramancy
10 MP - AOE Buff Ability (10 Range)
Enchants the white mage with an Aura of Protection (Color).
The white mage must declare a specific (Color) from the following Gamuts of magic: Red, Blue, Green, Orange, Black, or White.
Adds an [Aura of Protection (Color)] spell buff to all nearby friendly characters, including the white mage, that {prevents them from being targeted by spells of the declared (Color) Gamut}; any buffs of the declared (Color) already affecting the target, that have yet to resolve, are unaffected; this ability and the associated buff may be targeted by any spell regardless of the declared (Color); this ability can't fall victim to it's own effect. 
This effect is refreshed at the start of each turn of combat if it is dispelled; this effect doesn't stack.
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==Theramancy==
Requires: Level 1
[Bless]
(Requires Level 1 Sorcerer)
(Requires [Divine Mana])
Minor Action - Theramancy
3 MP - Self-Targeting Spell Ability
Adds a [Bless] spell buff that adds +2 to STR, DEX, or INT; the white mage may choose which attribute to increase; if cast targeting a summoned creature instead adds a [Bless] spell buff that adds +1 to damage, AC, or MR.
Lasts until the end of combat or until the end of its immediate use outside of combat; this effect stacks up to three times.
Also allows the white mage to unsummon any of their called spirit summons as a free action to restore half of their regular cost, rounded down.
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[Holy Light]
(Requires Level 1 Sorcerer)
(Requires [Divine Mana])
Major Action - Theramancy
3 MP - Ranged Spell Ability (7 Range)
Make a spellcraft roll restoring HP to a living target, or dealing holy damage to an undead target.
Causes +1d8/2 restoration/damage at melee range.
Also provides vision in the dark up to 5 range in all directions from the target.
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[Energize]
(Requires Level 1 Sorcerer)
(Requires [Divine Mana])
Major Action <Interrupt> - Theramancy
3 MP - Ranged Spell Ability (7 Range)
<This ability can be used as an interrupt, whenever a Major or Minor Action that requires FP is used; using this ability as an interrupt reserves a Major Action in the white mage's next turn.>
If used as an interrupt, reduces the FP cost of the target's ability being used by 50% in addition to any other effects.
Make a spellcraft roll restoring FP.
Causes +1d8/2 restoration at melee range.
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[Call Warrior Spirit]
(Requires Level 1 Sorcerer)
(Requires [Divine Mana], [Bless])
Major Action - Theramancy
10 MP - Summoning Spell Ability (7 Range)
Conjures a warrior spirit with holy armor that has 5 HP plus another +5 HP at 10, 30, 50, 70 etc. INT and deals 1d8/2 holy damage with attacks at melee range plus another +1d8/2 damage at 10, 30, 50, 70 etc. INT; the warrior spirit is able to make basic movement actions.
This summon lasts until the end of combat or until the end of its immediate use outside of combat.
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Requires: Level 5
[Soothing Halo]
(Requires Level 1 Sorcerer)
(Requires [Divine Mana], [Holy Light], [Energize])
Major Action - Theramancy
6 MP - Ranged Spell Ability (7 Range)
Adds a [Soothing Halo] spell buff that restores a spellcraft roll of HP or FP every round to the target; the white mage may choose whether to restore HP or FP each round.
Lasts for two rounds; this effect stacks.
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[Healing Blast]
(Requires Level 5 Sorcerer)
(Requires [Divine Mana], [Holy Light])
Major Action - Theramancy
5 MP - Ranged Spell Ability (3 Range)
Make a spellcraft roll restoring HP.
Restores HP to up to 3 targets from the white mage to their target in a line.
+1d8/2 restoration to all targets at melee range.
-1d8/2 restoration to all targets at 3 range.
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Requires: Level 10
[Glorious Halo]
(Requires Level 10 Sorcerer)
(Requires [Divine Mana])
Minor Action - Theramancy
4 MP - Ranged Spell Ability (12 Range)
Adds a [Glorious Halo] spell buff to the target that {adds an additional level of advantage to all spellcraft rolls from white gamut spells made against the target.}
Lasts until the end of combat or until the end of its immediate use outside of combat; this effect doesn't stack
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[Amend]
(Requires Level 10 Sorcerer)
(Requires [Divine Mana])
Major Action <Interrupt> - Theramancy
3 MP - Ranged Spell Ability (7 Range)
<This ability must be used as an interrupt, whenever a target would die or be knocked unconscious; using this ability as an interrupt reserves a major action in the white mage's next turn.>
Allows the white mage to cast another Major or Minor Action Auramancy spell in addition to this ability as a free action, targeting the same target as this ability and resolving before the target would receive damage or take fatigue; summoning spells may not be used in this manner.
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Requires: Level 15
[Call Stalguard]
(Requires Level 15 Sorcerer)
(Requires [Divine Mana], [Call Warrior Spirit])
Major Action - Theramancy
16 MP - Summoning Spell Ability (7 Range)
Conjures a stalguard that has 15 HP plus another +5 at 10, 30, 50, 70 etc. INT, 5 AC and MR with holy armor, and deals 1d8/2 holy damage with attacks at melee range plus another +1d8/2 at 10, 30, 50, 70 etc. INT; the stalguard is able to make basic movement actions.
This summon lasts until the end of combat or until the end of its immediate use outside of combat.
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[Healing Wave]
(Requires Level 15 Sorcerer)
(Requires [Divine Mana], [Healing Blast])
Major Action - Theramancy
9 MP - Ranged Spell Ability (7 Range)
Make a spellcraft roll restoring HP.
Restores -1d8/2 HP to up to one additional target within 1 range of the original target; restores -2d8/2 HP to up to one additional target within 1 range of the second target; restores -3d8/2 HP to up to one additional target within 1 range of the third target; restores -4d8/2 HP to up to one additional target within 1 range of the fourth target; etc. until the white mage runs out of possible targets or would make a spellcraft roll of 0 (excluding bonuses); the same target may not be used twice.
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==Exorcism==
Requires: Level 1
[Exorcise]
(Requires Level 1 Sorcerer)
(Requires [Divine Mana])
Minor Action - Exorcism
3 MP - Ranged Spell Ability (10 Range)
{Removes all black gamut spell buffs from the target}; if used against a possessed target the possessing force must make a successful Resilience roll against a spellcraft roll from the white mage or the {possessing force is expelled from the target.}
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[Sanctify]
(Requires Level 1 Sorcerer)
(Requires [Divine Mana])
Minor Action - Exorcism
No Cost - Ranged Spell Ability (10 Range)
This ability may be cast targeting an undead or summoned target to provide a [Sanctify] spell buff that {reduces the number of movement actions the target can make on a turn by -1 and reduces the range of [Sprint], [Charge], [Spellcharge], and other non-basic movement actions by -1}
Lasts for one turn; this effect stacks.
This ability may be alternatively cast targeting a corpse to add a [Sanctify Corpse] spell buff to the target corpse that {prevents it from being targeted by spells from the Black Gamut of magic} and temporarily protects it from natural decay.
The [Sanctify Corpse] spell buff lasts until debuffed, dispelled, or willed away by the white mage; this effect doesn't stack.
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[Reveal]
(Requires Level 1 Sorcerer)
(Requires [Divine Mana])
Minor Action - Exorcism
3 MP - Ranged Spell Ability (10 Range)
{Removes all illusion, [Ethereal], [Vanish], and [Invisibility] spell buffs and reveals any stealth or invisible targets at the target location.}
This ability may be alternatively cast targeting self to provide an [Infravision] spell buff to the white mage, allowing them to see in the dark.
The [Infravision] spell buff lasts until the end of combat or until the end of its immediate use outside of combat; this effect doesn't stack.
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[Holy Bolt]
(Requires Level 1 Sorcerer)
(Requires [Divine Mana])
Major Action - Exorcism
3 MP - Ranged Spell Attack (7 Range)
Make a spellcraft roll dealing holy damage.
Deals +1d8/2 damage if used at melee range.
Receives an additional level of advantage against undead and summoned targets.
[Holy Bolt] may be cast as a Minor Action when used against undead and/or summoned targets.
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Requires: Level 5
[Mercy]
(Requires Level 5 Sorcerer)
(Requires [Divine Mana])
Major Action - Exorcism
5 MP - Ranged Spell Attack (7 Range)
Make a spellcraft roll dealing holy damage against a target with less than 10% or 15 HP remaining, whichever is greater.
Receives an additional level of advantage.
If the target is killed or knocked unconscious, the white mage may make another Major Action this turn.
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[Spirit of Justice]
(Requires Level 5 Sorcerer)
(Requires [Divine Mana], [Holy Bolt])
Major Action - Exorcism
5 MP - Ranged Spell Attack (7 Range)
Conjures a spirit of justice at the target location that may move up to 3 spaces per turn; the spirit of justice erupts upon entering melee range of a hostile, dealing spell attack holy damage against MR to the target and all undead and/or summoned targets within 1 range of the target; the spirit of justice erupts after two turns if no target is struck earlier. 
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Requires: Level 10
[Silence]
(Requires Level 10 Sorcerer)
(Requires [Divine Mana])
Major Action - Exorcism
7 MP - Ranged Spell Ability (5 Range)
Adds a [Silence] spell buff to the target that {prevents them from casting spells.}
Lasts for one of the target's turns; this effect doesn't stack.
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[Righteous Bolt]
(Requires Level 10 Sorcerer)
(Requires [Divine Mana], [Holy Bolt])
Major Action - Exorcism
3 MP - Ranged Spell Attack (7 Range)
Make a spellcraft roll dealing holy damage.
Deals +1d8/2 damage if used at melee range.
Adds an additional level of advantage, if the target attacked a friendly target or the white mage in their last turn.
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Requires: Level 15
[Consecration]
(Requires Level 15 Sorcerer)
(Requires [Divine Mana], [Sanctify Corpse], [Exorcise], or [Reveal])
Major Action - Exorcism
10 MP - AOE Buff Ability (10 Range)
The available effects of this ability may be used in any combination, chosen by the white mage, but each will affect all targets in range.
If the white mage has learned [Sanctify], this effect may be used against to provide a [Sanctify] spell buff to all undead and summoned targets in range that {reduces the number of movement actions the target can make on a turn by -1 and reduces the range of [Sprint], [Charge], [Spellcharge], and other non-basic movement actions by -1}; this effect lasts for one turn; this effect stacks.
If the white mage has learned [Sanctify], this effect may also be used to add a [Sanctify Corpse] spell buff to all corpses in range that {prevent them from being targeted by spells from the Black Gamut of magic} and temporarily protects them from natural decay; this effect is permanent until debuffed, dispelled, or willed away by the white mage; this effect doesn't stack.
If the white mage has learned [Exorcise], this effect may be used to {remove all black gamut spell buffs from the target}; if used against possessed targets the possessing forces must make successful Resilience rolls against a single spellcraft roll from the white mage or the {possessing forces are expelled from the target.}
If the white mage has learned [Reveal], this effect may be used to {remove all illusion, [Ethereal], [Vanish], and [Invisibility] spell buffs from targets within range and reveals any stealth or invisible targets within range.}
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[Crusader's Light]
(Requires Level 15 Sorcerer)
(Requires [Divine Mana], [Righteous Bolt])
Major Action - Exorcism
12 MP - Ranged Spell Attack (7 Range)
Make a spellcraft roll dealing holy damage.
+2d8/2 damage.
Receives an additional level of advantage against undead and summoned targets.
Adds an additional +1d8/2 damage, if the target attacked a friendly target or the white mage in their last turn.
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Category:Destiny of the Fated
Category:DOTF Classes