Skill Tree: Luxomancy

Luxomancy is... a complex magic, to say the least. IF YOU DO NOT WANT TO DO A LOT OF MATH WITH YOUR SPELLS, DO NOT BECOME A LUXOMANCER. You are going to be using equations with more than basic math here. Luxomancers actually utilize the space in battle.

Light Charge functions in that certain brightnesses of areas have different Light Charges. These Brightnesses are these areas' natural light, measured in 1 Cubic Meter areas. The Luxomancer can increase the light in these areas, then harness that light. These 1 Cubic Meter areas are infinitely tall, rather than being 1 Meter tall.

Units have Light Charge equal to the space they occupy.

For Reference, a 5m circle has an area of 78.54m^2.

Pitch Blackness - O LC

Barely Visible - 5 LC

Nighttime Without Lights - 10 LC

Nighttime With Dim Lights or Moonlight - 15 LC

Firelight or Lamplight - 25 LC

Dawn or Artificial Light - 40 LC

Broad Daylight - 60 LC

Intense Light - 100 LC

1.) Light From Above - Upon use, the Luxomancer restores [ ( Spell Effect ) + ( Light Charge on targets in area x 1.25 ) ] Hit Points on each ally in a ( Spell Effect x 0.3 + 6 )m AoE around a target point up to ( Spell Effect x 0.5 + 8 )m away. Can only be used once per encounter.

2.) Divine Sunbeam - 10 MP - A ( Spell Effect x 0.1 +1 )m Radius, 6000m High Cone of Light is called to the earth at a location up to ( Spell Effect x 0.4 + 4 )m away. Lasts until your next turn. Each cubic meter inside the Cone has an increased Light Charge equal to ( Spell Effect x 0.5 ). The Divine Sunbeam cannot pierce objects, so is rendered useless underground. On Overcast, grants the area bonus Light Charge equal to ( Spell Effect ). Allies in the area recover ( Light Charge x 0.3 ) Hit Points during the beginning of their turns.

3.) Bathe in Light - 30 MP - Target ally is enveloped in a 3m x 3m x 3m Cube of Profuse Light. ( Spell Effect ) additional Light Charge is granted to each cubic meter inside the Cube of Profuse Light. While inside the Cube of Profuse Light, the targeted ally recovers ( Light Charge x 0.5 ) Hit Points at the beginning of their turn. During your next turn, you can choose to either sustain the Cube of Profuse Light for 5 Mana, or let it dissipate, which blinds each enemy within ( Spell Effect x 0.4 + 2 )m, making them unable to land attacks or spells during their next turn. If Overcast, the Cube of Light increases Light Charge by ( Spell Effect x 2 ) and increases size to 5m x 5m x 5m, but causes upkeep cost to become 10 MP.

4.) Flash of Light - 15 MP - A flash of Light appears then disappears at a target location up to ( Spell Effect x 0.3 + 5 )m away. Any enemies within ( Spell Effect x 0.2 + 1 )m of the flash have a 60% chance of being Blinded on their next turns. If Overcast, the Flash is sustained until end of turn, adding ( Spell Effect x 2.5 ) Light Charge to the AoE of the spell.

5.) Lightcast - You have a bonus ( Light Charge x 0.025 ) MP Regen.

6.) Inner Light - At the beginning of your turn, you recover ( Light Charge x 0.025 )% of your Max HP, up to 5%

7.) Rise Like the Sun - Can be used while near death. Upon use, recover from Near Death, then recover ( Light Charge x 0.2 )% of your max Hit Points. Can only be used once per encounter.

8.) Luminous Shield - 50 MP - Places a shield on target unit within ( Spell Effect x 0.25 + 4 )m with [ ( Spell Effect + Light Charge on target ) x ( 1.25 ) ] Hit Points. That unit, for as long as it remains shielded, emanates an aura of ( Shield x 0.5 ) Light Charge around it.

9.) Orb of Light - 5 MP - The caster sends a harmless Orb of Light out in a direction, that goes to a location up to ( Spell Effect x 0.4 + 4 )m away, then settles there until the end of the caster's next turn. The Orb of Light increases the Light Charge of cubic meters within 5m by ( Spell Effect x 0.5 ). The Orb of Light can be stepped on and destroyed by allies to grant that ally + ( Spell Effect x 0.1 + 5 ) Movement this turn. If Overcast, increases Light Charge by ( Spell Effect ) instead.

10.) Enlightened - +30 Max MP. You have an aura of +20 Light Charge within 5m of you at all times.

11.) Brighten - Upon use, the Light Charges of each cubic meter on the battlefield are amplified by +25%. Can only be used twice per encounter.

12.) Significant Expenditure - For every spell cast, Cubic Meters within 5m of you gain ( Mana Spent on Spell x 0.5 ) Light Charge until end of turn.

13.) Searing Ray - 20 MP - A bright 5m radius circle distending from the sky is spawned at a location up to ( Spell Effect x 0.25 + 3 )m away. The area in that circle has + ( Spell Effect x 0.75 ) Light Charge. Enemies in the area take damage equal to ( Light Charge x 0.25 ). If Overcast, circle has + ( Spell Effect x 1.5 ) Light Charge instead. Circle disappears at end of your next turn.

14.) Part The Clouds - Upon use, the Luxomancer causes the sun's light to intensify, smashing through any barriers between above ground and the current battlefield. Afterwards, a targeted location up to ( Spell Effect x 0.4 + 4 )m gains a ( Spell Effect x 0.3 + 6 )m AoE of + ( Spell Effect x 0.5 ) Light Charge until end of encounter.

15.) Parhelion - Upon use, target ally within ( Spell Effect x 0.3 + 3 )m glows with the light of the sun, causing that ally to gain an aura of ( Spell Effect ) Light Charge in a ( Spell Effect x 0.1 ) AoE around him or her. That ally releases a blast of Crystals that stun all enemies within ( Spell Effect x 0.25 + 3 )m. During that unit's next turn, the glowing resides, and that ally is healed for [ ( Light Charge of that Ally x 0.25 ) x ( Number of Units stunned with Crystals ) ] Hit Points. Can only be used once per encounter.

16.) Glowing with Pride - While in areas of 100 or greater Light Charge, you and your allies have +5 HP and MP Regeneration.

17.) Glimmer - Whenever you cast a spell, a 5m AoE around you gains + ( Spell Effect x 0.2 ) Light Charge until end of turn.

18.) Outward Glow - The area within 5m of you has + ( Max MP x 0.15 ) Light Charge.

19.) Bring Back the Light - Upon use, recover ( Light Charge in area within 5m x 0.005 )% of your Max HP. Can be used twice per encounter. To calculate Light Charge in an Area, find the Area of that space, then multiply that by the Light Charge in the area. Add in any other Light Charge that adds to any components of the circle seperately.

20.) Sol Shield - Upon use, place a shield on target unit equal to ( Light Charge ) Hit Points. Can only be used twice per encounter.

21.) Unimpeachable Shield - Shielded units have + ( Light Charge x 0.05 ) Armor and Spell Resist.

22.) Shining Force - 20 MP - Target object or unit within ( Spell Effect x 0.1 + 3 )m glows with a Tremendously powerful glow, causing that object or unit to gain ( Spell Effect x 1.25 ) Light Charge in a 5m Area around it. Enemies within 5m of that unit or object lose ( Light Charge x 0.4 ) Attack Damage and Spell Effect. Lasts until your next turn. If Overcast, causes a ( Spell Effect x 2.5 ) Light Charge gain instead in the area.

23.) Lightforce - Upon use, rend target opponent by consuming all the Light Charge in a 5m area around you. Your target takes damage equal to ( Light Charge Consumed x 0.03 ) Pure Damage. Can only be used once per encounter.

24.) Brightened Day - Upon use, each cubic meter on the battlefield gains ( Spell Effect x 0.25 ) Light Charge until end of turn. Can only be used once per encounter. Passively grants you +0.1% Spell Effect for each Light Charge on you.

25.) Arsenal of Light - You have +40 Max MP. The area 5m around you has bonus Light Charge equal to ( Max MP x 0.25 ).

26.) Ring of Light - Upon use, a circle ( Spell Effect x 0.3 + 3 )m wide is spawned around a point up to ( Spell Effect x 0.4 + 6 )m away. Each enemy within that area is stunned. For each enemy stunned in this way, that area has +10 Light Charge. Can only be used once per encounter.

27.) Lightmend - Upon use, each ally recovers Hit Points equal to the Light Charge they are currently standing in. Can be used once per encounter, but has a 10% chance of having the cooldown reset at the beginning of each turn.

28.) Light of Vitality - Whenever an ally is healed, that ally increases the Light Charge of the Area within 5m of him or her by ( Total Hit Points Restored x 0.5 ) until the end of your next turn.

29.) Lux Wanderer - For every meter you travel, you gain a stack of Incandescence. Each stack of Incandescence grants you +2 Light Charge in the space you are currently occupying.

30.) Brightened Mind - 15 MP - Target ally within ( Spell Effect x 0.25 + 4 )m or self has a ( Light Charge x 0.5 )% chance of recovering ( Light Charge ) MP, up to a 75% chance. If Overcast, is guaranteed to restore ( Light Charge x 1.5 ) MP instead.

31.) Roaming Light - For every meter you travel, you gain 10 Light Charge in the space you occupy, then recover 1 MP.

32.) Light's Vitality - Whenever you attack, you recover Hit Points equal to ( Light Charge of space you occupy x 0.25 ).

33.) Shields Aglow - You and your allies have + ( Light Charge x 0.05 ) Armor and Spell Resist. This bonus is doubled on yourself.

34.) Scintillant Orb - 25 MP - Deals ( Spell Effect + Light Charge on Target ) damage to your target. If Overcast, resets the cooldown, allowing you to use the spell again this turn, and earns you +1 Spell Capacity this turn.

35.) Resplendent Growth - Upon use, the area within 5m of you gains +25 Light Charge, and causes all enemies in the area to lose MP equal to ( Light Charge x 0.25 ), and you recover that much MP.

36.) Lucent Day - Upon use, a 10m Area around the Luxomancer is coated in a presence of +100% Light Charge. Can only be used once per encounter. When used, the Luxomancer chastises each enemy as well, causing those enemies to have -25% Accuracy until the Luxomancer's next turn and take ( Light Charge on them x 0.25 ) damage.

37.) Limelight - Upon use, the Luxomancer focuses all the Light within 25m to a target 5m x 5m circle around a location up to ( Spell Effect x 0.3 + 6 )m away. The Limelight lasts until the end of your turn after the next.

38.) Lightsear - Upon use, your target is afflicted with Lightsear. For every meter traveled, your target takes pure damage equal to ( Light Charge of Space x 0.3 ). If they remain stationary, that target instead has - ( Light Charge x 0.3 ) Armor and Spell Resist. This Sunder is not weakened when it is below 0. One use per encounter.

39.) Rekindle - 275 MP - All Light Charge on the battlefield is harnessed in restoring the Hit Points of allies and granting them incredible strength. All allies recover ( Total Light Charge within 25m x 0.002 ) Hit Points, then gain ( Total Light Charge within 25m x 0.001 ) Attack Damage and Spell Effect until your next turn. If Overcast, allies instead recover ( Total Light Charge within 25m x 0.005 ) Hit Points and gain ( Total Light Charge within 2m x 0.0025 ) Attack Damage and Spell Effect until your next turn.

40.) Flash, AHH! - Whenever you cast a spell, the area within 5m of you gains +10 Light Charge, then all allies in the AoE ( Including yourself ) recover ( Light Charge on Targets x 0.05 ) MP.

41.) Light the Way - At the end of each party member's turn, that party member recovers Mana Points equal to ( Light Charge on Them x 0.075 ).

42.) Tenacious Light - Upon use, you gain + ( Total Light Charge within 5m x 0.02 ) Max Hit Points, Then are restored by ( Light Charge on you ) Hit Points. This HP buff lasts until end of encounter. One use per encounter.

43.) Sturdy Shimmer - You have + ( Light Charge on You x 0.1 ) Armor and Spell Resist.

44.) Proliferating Light - Whenever you cast a spell or activate an ability, the area within 5m of you gains +10% Light Charge. Also, grants you a passive +10% Max MP.

45.) Sword of Light - 45 MP - Upon use, you either summon a Sword of Light or imbue a targeted ally's weapon with a Light Aura. Only summon the actual Sword of Light if the target's weapon does not give them bonus Attack Damage, and their current weapon is replaced until they choose to dispel the sword, or until end of turn. Grants the target who is wielding the Sword of Light + ( Light Charge on Them ) Magical Damage on Attack. If Overcast, grants the target + ( Light Charge on Them x 1.5 ) Physical Damage on Attack instead.

46.) Dawn's Abolition - 325 MP - The Luxomancer calls down a Mighty beam of Divine Light, dealing damage to each enemy in a 5m Circle around a target location equal to { [ ( Total Light Charge in Area x 0.015 ) + ( Spell Effect x 4 ) ] x 1.5 }. If Overcast, Damage dealt is multiplied by + ( Spell Effect x 0.25 )%.

47.) Cocoon of Light - Upon use, envelop your target in a +100 Light Charge curtain of Light that encompasses their meter. That target recovers ( Light Charge x 0.5 ) Hit Points, then is immune to damage until that target's next turn. Two uses per encounter.

48.) Path of Infinite Brightness - Upon use, you become Brightened until end of turn. While Brightened, whenever you cast a spell, you recover 6% of your Max MP, then gain + ( Light Charge x 0.25 ) Spell Effect until end of turn. One use per encounter.

49.) Wave of Light - 10 MP - Upon use, an arc of Light shoots out in a target direction. Each meter in the ( Spell Effect x 0.25 + 2 )m Arc in the direction gains + ( Spell Effect x 0.75 ) Light Charge. If Overcast, gains ( Spell Effect x 1.5 ) Light Charge instead. Lasts until your next turn.

50.) Light Funnel - Upon use, all Light Charge within 5m of your target is drawn to that target. Lasts until your next turn. Target must be within ( Spell Effect x 0.2 + 4 )m. Can only be used once per encounter, but has a 20% chance to cool down whenever you cast a spell.