Light mages
Light is a catch-all element, offering a good mix of both utility and high damage options with relatively low mana costs, though lacking in powerful area-of-effect skills and having a notable weakness against enemies who don’t rely on sight.
Passives
Sun’s Blessing
- Unlock : Level 1
You gain an additional 2% natural mana regeneration1 while standing in sunlight.
Flash-Proof
- Unlock : Level 10
Being a light mage, you are used to conditions that would usually blind you, giving you immunity to blinding effects.
Actives
Light Shard
- Tier 1 light magic
Shoot out a bright crystal shard dealing 1D4/2 * (3 * MAG + LVL * 20) light elemental damage. Targets hit by this glow slightly for 1 turn.
Holy Uppercut
- Tier 1 light magic
Imbue your fists with light mana and attack, dealing 1D4/2 * (3 * MAG + LVL * 20) light elemental damage. Targets hit by this have a 50% chance to be blinded for 1 turn.
Dazzle
- Tier 2 light magic
- Mana cost : 500 mana
Throw out a condensed ball of light that blows up after a short delay, blinding an unsuspecting target2 for 2 turns, and other creatures or people in a short radius around the main target for 1 turn.
Star Cannon
- Tier 2 light magic
- Mana cost : 500 mana
Shoot out a short lived, but powerful beam of light, dealing 1D4/2 * (MAG * 4 + LVL * 20) damage to a target. For an additional 1000 mana, this spell can also be cast on a second, different, target at the same time.
Purify
- Tier 3 light magic
- Mana cost : 1500
A heavily magic-infused palm strike, that deals 1D4/2 * (MAG * 4 + LVL * 20) light elemental damage to a target within melee range, or, if the target’s alignment is opposite to yours, instead dealing 1D4/2 * (MAG * 6 + LVL * 25)3.
Mana Lensing
- Tier 3 light magic
- Mana cost : 1000 mana on cast, followed by 500 mana per turn
Use magic to bend incoming light that would’ve hit you so that it instead goes around your body, essentially making you invisible, as you can be seen through. This skill does, however, also stops light from reaching your eyes, essentially making you blind.
Gleam
- Tier 4 light magic
- Mana cost : 2000
Charge up an item within your line of sight with light mana, causing it to burst with light after a short delay. Creatures caught within melee range of the item that exploded take 1D4/2 * (MAG * 5 + LVL * 20) light elemental damage. Victims of this spell who looked at the item as it burst also get blinded for 1 turn.
Radiant Spear
- Tier 5 light magic
- Mana cost : 3750
Produce a spear made of pure light and throw it at a target, dealing 1D4/2 * (MAG * 6 + LVL * 20) light elemental damage with 50% pierce to its target and possibly impaling them.
Divine Light
- Tier 6 light magic
- Mana cost : 10000
- Cooldown : 5 turns
Call upon a light from the heavens, causing a beam of light with a 5m radius to instantly shoot down from the sky at a target location, burning away everything in its way, leaving nothing but ash, dealing 1D4/2 * (MAG * 10 + LVL * 25) light elemental damage and getting rid of any weather condition related to clouds.
Trick of the Light
- Tier 4 light magic
- Mana cost : 2500 mana
- Cast time : 1 turn
- Cooldown : 10 turns
Create a copy of anyone or any creature you’ve seen before entirely of light. You share your vision with this copy and have complete control over it. It cannot speak or physically interact with anything, as it doesn’t hold a physical form. Copies last 5 turns. Spells can be cast at a copy’s location.
Daybreak
- Tier 5 light magic
- Mana cost : 5000 mana
Create a miniature black-hole that absorbs all the light around itself in the sky above your head, slowly filling up. Once full, after 2 turns (day) or 3 turns (night), it turns into a sun, shinning immeasurably powerful light at any number of chosen targets who would have direct line of sight with it, blinding them forever. After spending a turn to initially cast this spell, you are fully actionable.
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This skill is mutually exclusive with Photosynthesis. ↩
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A creature that expects the skill will always simply cover their eyes as to not get blinded. ↩
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This skill would deal bonus damage to a
chaotic neutraltarget if you werelawful neutral, or bonus damage to achaotic eviltarget if you werelawful good. This skill deals bonus damage totrue neutraltargets if you are alsotrue neutral. ↩