Liberation - networkingguru/incursion-roguelike GitHub Wiki

Liberation

LIBERATION
  Granted Power: You are able to release creatures summoned by other spellcasters from the control their master has over them; at this point they will usually turn on their summoner. Using this power costs two fatigue points, and affects a group of creatures whose combined CR is less than or equal to you priest level.
Offered By: Essiah, Semirath.
Liberation Domain Spells:
  1: Valour (Abjuration)
Level: Priest 1, Liberation 1, Community 1
Mana: 5. Persistant. Base Success: 100%.
  Causes any of your allies within (level + 5) squares when the spell is cast -- including yourself -- to be imbued with a divine courage, granting a +5 saving throw bonus versus fear.
  2: Passwall (Arcana)
Level: Mage 2, Liberation 2, Assassin 1
Mana: 4. Base Success: 60%.
  Allows the caster to phase through solid stone or wood, moving two squares in the indicated direction even if the middle square is blocked by a door or wall.
  3: Free Action (Abjuration)
Level: Druid 4, Priest 4, Liberation 3, Abjurer 4, Paladin 2, Ranger 4, Assassin 4
Mana: 35. Persistant. Base Success: 100%.
  Renders the target creature immune to paralysis, petrification, slowing, entangling, and to any effects which limit of constrain his movement, such as webs.
  4: Restoration (Theurgy)
Level: Druid 4, Priest 4, Liberation 4
Mana: 20. Base Success: 90%.
  Heals damage to ability scores from poisons or undead attacks, and similairly restores experience points lost due to necromantic effects.
  5: True Seeing (Divination)
Level: Priest 6, Mage 6, Liberation 5, Knowledge 6, Paladin 5
Mana: 60. Persistant. Base Success: 100%.
  This august divination shatters all deceptions, causing the caster to inherently see through every spell of the Illusion school -- the effect is automatic and uncontested, unless the creator of the illusion has a false vision spell active. Shadow creatures and effects still affect the caster with regard to the percent that they are real, but she automatically disbelieves them and never suffers full damage. The caster also sees invisible creatures normally and sees through normal and magical darkness, all out to 120 feet (12 squares) and no farther; it does not pierce concealment such as fog cloud, and it does not see through solid objects.

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