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Official Outfit

Profet

Priest

The Prophet's Outfit is designed for priests dedicated to divination, understanding celestial mysteries, and communicating with the gods. It provides them with abilities to predict the future, receive sacred visions, and manipulate star magic.

Phys. Def.

Mag. Def.

+2

Dur.

6

Resistances

Earth Dark

Weaknesses

None listed.

Official Codex

Starting arsenal

The starting weapon and gear are determined by the outfit. The wearer chooses one option from those listed below during character creation.

Main hand

Sacred censer

MP regeneration +1
MP regeneration
+1
Price
60 NX

Off hand

Relic

Magical defence +1
Magical defence
+1
Price
20 NX

Official Codex

Abilities

Each outfit ability can be unlocked then upgraded by level tiers, at a cost of 3 AP (Ability Points) per tier. The first two abilities are granted at level 1.

Celestial Call

Combat Double Support MP 2 → 4

The character makes a celestial call to seek divine guidance. By spending 2 MP, they choose an ally who, on their next turn, can roll two d20s for their attack roll and keep the better result.

Limitation 1× per encounter

Evolutions

LVL 3

Celestial Call lasts for 2 rounds, and the cost increases to 3 MP.

LVL 5

During the duration of Celestial Call, attack rolls are automatically successful; however, critical hits cannot be scored.

LVL 7

Celestial Call lasts for 3 rounds, and the cost increases to 4 MP.

Astral Orb

Combat Attack Magic · WIS MP 1 → 3 Range 20 m

The character can create an astral orb charged with divine energy to attack enemies. By spending 1 MP, they launch an orb that inflicts 1d4+1 sacred damage to an enemy.

Evolutions

LVL 2

The Astral Orb automatically hits the enemy.

LVL 4

The damage of the Astral Orb increases to 2d4+3, and the cost increases to 2 MP.

LVL 6

The damage of the Astral Orb increases to 2d8+3, and the cost increases to 3 MP.

Stardust Shower

Combat Double Magic · WIS MP 3 → 5 Range 15 m

The character invokes a shower of sacred stars to bombard a 3-meter radius area. For 3 MP, all enemies in the area suffer 1d4+1 sacred damage.

Cooldown 2 turns

Evolutions

LVL 3

The area of effect increases to a 5-meter radius.

LVL 5

The sacred damage increases to 2d6+3, and the cost increases to 4 MP.

LVL 7

The sacred damage from Stardust Shower ignores the resistances of enemies, and the cost increases to 5 MP.

Premonition

Combat Attack Support MP 1 → 3

The character predicts an enemy attack for 1 MP. The character chooses an enemy, and during the next round, when this enemy takes offensive action, the character and their allies gain a bonus of +1 to Def PHY and Def MAG.

Cooldown 2 turns

Evolutions

LVL 2

The bonus to Def PHY and Def MAG increases to +2.

LVL 4

Premonition lasts for 2 rounds, and the cost increases to 2 MP.

LVL 6

The bonus to Def PHY and Def MAG increases to +3, and the cost increases to 3 MP.

Celestial Radiance

Combat Double Magic · WIS MP 2 → 4 Range 10 m

The character channels the energy of the stars to project celestial radiance onto a group of enemies. For 2 MP, they inflict 1d4+1 sacred damage to all enemies in front of them within a range of 10 meters and a width of 3 meters.

Cooldown 2 turns

Evolutions

LVL 3

The damage increases to 2d4+1.

LVL 5

The damage increases to 2d4+3, and the cost increases to 3 MP.

LVL 7

The damage increases to 2d4+5, and the cost increases to 4 MP.

Astral Vision

Mixed MP 2 → 4

The character enters deep meditation to gain astral vision. By spending 3 MP, they can see and hear a location or person they are familiar with, even at considerable distances.

Evolutions

LVL 2

Astral vision can be used to communicate with an ally for an additional 1 MP.

LVL 4

The character can obtain a vision of the near future, but this consumes 4 MP.

LVL 6

The cost of astral vision is reduced to 2 MP per use (3 MP if communicating with an ally).

Malevolent Eclipse

Combat Double Magic · WIS MP 3 → 5 Range 20 m

The character invokes a malevolent eclipse to obscure the vision of their enemies. For 3 MP, they create a zone of darkness within a radius of 3 meters for 2 rounds, affecting the vision of all enemies inside. Enemies in the area suffer a -2 penalty to their attack rolls.

Cooldown 2 turns

Evolutions

LVL 3

The penalty to attack rolls increases to -3.

LVL 5

The penalty to attack rolls increases to -4, and the cost increases to 4 MP.

LVL 7

The penalty to attack rolls increases to -5, and the cost increases to 5 MP.

Healing Star

Mixed Double Support MP 2 → 4

The character invokes the power of the stars to heal their wounds or those of their allies. By spending 2 MP, they restore 1d4+1 HP to a target or themselves.

Evolutions

LVL 2

The restored HP increases to 2d4+1.

LVL 4

The restored HP increases to 2d4+4, and the cost increases to 3 MP.

LVL 6

The restored HP increases to 3d4+6 for a cost of 4 MP.