Human Purifier
Cost Ability
0 Human or Athletic Human
110 Purifier
6 Steadfast: +3 EGO
5 Forceful: +5 PRE
1 Hawkish: +2 COM
3 Self Defense: WF: Favored Weapon; +1 OCV w/ Favored Weapon

125

Total Cost of Template

Race Package Deal
Human (Skilled)
Humans within the confines of most Fantasy settings are usually more aggressive and imperialistic, and thus have usually carved out large niches of land for themselves, and seem prone to forming various nations of differing types of government. and outlook.
Humans are typically much more diverse than other non-Human Races, with people running the gamut of physical and mental traits.
Humans tend towards practical enterprise, and most have learned useful job skills by adulthood either by apprenticeship, from fathers or older brothers, or the like. Further, within the confines of the genre, humans tend to be adaptable to changing events and times.
The following Package Deal is required for all Humans, but contains many "Choose Any 1 of:" groupings and categories of abilities. When selecting this Package Deal, simply make choices where indicated to tailor the Package to your Character's concept.
Cost Ability
2 Human Athleticism: Choose One:
  • +1 PER with 1 Sense Group
  • +1" Running
  • +2" Swimming
  • +2" Leaping
  • 2 points worth of Weapon Familiarities
  • +1 with Acrobatics (must buy base Skill)
  • +1 with Breakfall (must buy base Skill)
  • +1 with Climbing (must buy base Skill)
3 Human Talent: Choose One:
  • Absolute Range Sense
  • Absolute Time Sense
  • Ambidexterity (Off Hand at -2)
  • Bump of Direction
  • Good Memory (Eidetic Memory; Requires INT Roll (-1/2))
  • Environmental Movement (3 points worth)
  • Lightning Reflexes +2 for all Actions
  • Lightsleep
  • Perfect Pitch
  • Resistance (3) (Resist Interrogation)
  • Drama Critic (3) (Resist Acting)
  • Incorruptible (3) (Resist Bribery)
  • Rulesmonger (3) (Resist Bureaucratics)
  • Tight-Lipped (3) (Resist Conversation)
  • Blase (3) (Resist Oratory)
  • Immovable (3) (Reist Persuasion)
  • Unfriendly (3) (Resist Seduction)
  • Hard Bargainer (3) (Resist Trading)
  • Some other Talent(s) or Perk(s) worth 3 points
10 Human Diversity & Work Ethic: Choose 10 points worth of Professional Skills, Knowledge Skills, Area Knowledges, Cultural Knowledges, or background appropriate Skills or Perks such as Languages, Streetwise, High Society, Riding, Wealth, Favors, etc in any combination.
10 Human Adaptability: +1 Overall Level
Value Disadvantages
-20 Normal Characteristic Maxima
-5 Distinctive Feature: Human (Concealable w/ Magic, Noticed, Not Distinctive in Some Cultures)
+0 Total Cost of Package

Race Package Deal
Human (Athletic)
Some Human subgroups tend to focus on Physical endeavors and favor athleticism. Some "barbarian" or martial cultures might encourage the development of the warrior arts from a very young age for example.
The following Package Deal might be more appropriate for some Characters than the more skill oriented standard Human Package above.
This Package contains many "Choose X:" groupings and categories of abilities. When selecting this Package Deal, simply make choices where indicated to tailor the Package to your Character's concept.
Cost Ability
6 Human Might*: Choose One:
 
  • Burly: +2 STR +1 CON +1 BODY
  • Potent: +3 STR +1 DEX
  • Tough: +3 CON
  • Sturdy: +3 BODY
  • Quick: +2 DEX
6 Human Talent: Choose Two:
 
  • Absolute Range Sense
  • Ambidexterity (Off Hand at -2)
    {or Off Hand at -1 if taken twice}
  • Bump of Direction
  • Good Memory (Eidetic Memory; Requires INT Roll (-1/2))
    {or Eidetic Memory and +1 INT* if taken twice}
  • Environmental Movement (3 points worth)
  • Lightning Reflexes +2 for all Actions
  • Lightsleep
  • Resistance (3) (Resist Interrogation)
  • Incorruptible (3) (Resist Bribery)
  • Immovable (3) (Reist Persuasion)
  • Unfriendly (3) (Resist Seduction)
  • Hard Bargainer (3) (Resist Trading)
  • Acrobatics
  • Breakfall
  • Climbing
  • Fast Draw
  • Riding
  • Survival
  • Tracking
  • +1 PER All Senses
4 Human Athleticism: Choose Two:
 
  • +1 PER with 1 Sense Group
  • +1" Running
  • +2" Swimming
  • +2" Leaping
  • Trackless Stride
  • +1 OCV w/ one Weapon
5 Basic Combat Skill: Choose One:
 
  • +1 HtH
  • +1 Ranged
  • +1 DCV
1 Basic Combat Skill: Choose 1 Point of Weapon Familiarity
3 Human Diversity: 3 points worth of Knowledge Skills, or Area Knowledges, City Knowledges, or Cultural Knowledges
*Not affected by NCM
Value Disadvantages
-20 Normal Characteristic Maxima
-5 Distinctive Feature: Human (Concealable w/ Magic, Noticed, Not Distinctive in Some Cultures)
+0 Total Cost of Package

Package Deals
Purifier
Servants of a Patron of light and purity, the Purifier excels at burning Undead with the searing light of their Patron's Divine strength. This often involves proceeding into the depths of dark tombs and horrific pits of depravity, but the Purifier boldly goes forth confident that their faith (and perhaps a few dependable companions) will see them through.
The Purifier is fun to play because they are essentially a specialist at one thing, and they excel at their specialty; being good at one thing and not much else presents interesting role-playing opportunities and amusing situations during the course of a game.
NOTE: The Undead Turning from the Sun Domain Package and the Undead Turning Package add together, giving the Purifier an impressive 100 PRE to Turn Undead. Turning Undead via Presence Attacks is explained in Fantasy HERO for HERO System 5th Edition, on page 107.
Cost Ability
55 Meditative Package
20 Sun Domain Package
20 Good Domain Package
13 Undead Turning Package
2 Unshakeable Litany: +5 Mental Defense; Requires a Faith Roll (-1/2), Only Usable While In Good Standing With Faith (can't be removed; -1/4), Incantations (scripture;1/4)
110 Total Cost of Abilities
Value Disadvantages
0 None

+110

Total Cost of Package

Basic Package Deals
Meditative
The Dominine Magic System is detailed here.
This Package Deal is for Domini using the Prepared Model
The Meditative is a deep thinker, with a philosophical outlook regarding their religion. They tend to look past dogma and focus on honoring the spirit of their Patron's tenants rather than the letter. Of course, first they must puzzle out the intent, and thus they spend quite a bit of time in deep thought. Despite their tendency to ruminate, Meditatives nevertheless are often called upon to take action by their church or religion, or even directly by their Patron, and are encountered in active pursuits from time to time.
Meditatives can be fun to play, combining the scholarly outlook of a sage with the religious devotion of a priest.
Cost Ability
37 Prepared VPP (30 Pool)
3 Power Skill: Faith (EGO)
1 Literacy w/ Native Language
4 Resolute: +2 EGO
4 Thoughtful: +4 INT
3 KS: Philosophy (INT)
3 Power Skill: Meditation (EGO)
Value Disadvantages
0 None
+55 Total Cost of Package
Cost Options
*19 Higher Spell Level Pool: +15 Pool
6 Unshakeable: +10 Mental Defense; Requires a Faith Roll (-1/2), Only Usable While In Good Standing With Faith (can't be removed; -1/4)
5 Bright: +5 INT
10 Resolute: +5 EGO
20 Willfull: +10 EGO
5 Battle Trained: AF: Medium Armor, AF: Shield, Penalty Skill Levels: +1 to Offset DEX and DCV Penalties of Armor
2 WF: Priest Group (Mace, Hammer, Morning Star)
-5 Social Limitation: Religion at Odds with Governement  (Hassled by local officials, gaurdsmen, patriots, etc) (Frequently; Minor; Not Limiting In Some Cultures)
-15 Psychological Limitation: Easily distracted by new facts/information (Common, Strong)
-5 Social Limitation: Religion at Odds with Governement  (Hassled by local officials, gaurdsmen, patriots, etc) (Frequently; Minor; Not Limiting In Some Cultures)

Extention Package Deals
Undead Turning
Some characters have the ability to Turn Undead.
Cost Ability
10 Turn Undead: +50 PRE Only To Make PRE Attacks (-1), Only vs. Undead Creatures (-1), Full Phase, Delayed Phase (-3/4), Limited Effect (-1), Only Usable While In Good Standing With Faith (can't be removed; -1/4); Fantasy HERO pg 108
3 KS: Undead Lore
Value Disadvantages
0 None

+13

Total Cost of Package

Good Domain Package
Cost Ability
10 Domain Granted Power
10 Access to Domain Spells
+20 Package Total Cost
DETAILS
Errata
Good Granted Power
Real Cost: 10 Active Points: 15
Provider: Killer Shrike Source: DD3eC
Keywords
Good
Description
The character is protected from the attacks of Evil opponents.
Effect
+3 DCV vs Evil, Activation 15- (-1/4), Only Usable While In Good Standing With Faith (can't be removed; -1/4)
Domain Description (Placeholder) Errata
Good Domain Access
Real Cost: 10 Active Points: 10
Provider: Killer Shrike Source: NEW
Description
See the Dominine Magic System document for specific details about Domains.
Effect
The character has access to a set of Domain Spells that allows them to cast one (1) extra Spell per Spell Level per Day chosen from the Domains available to them.
      The Spells for this Domain are listed below. Note that some Spell Levels may have more than one Spell listed. In such a case the player or GM should select one of the listed Spells as being available for an individual character. This may be determined by the nature of the character's deific patron if the GM prefers (i.e. some patrons might grant Spell A while another patron grants Spell B at Level X).
Domain Good Spell List
Record Count: 10

Errata
Domain Good Level 1
Real Cost: 6 Active Points: 30
Provider: Shadowcat Source: Books of Eldritch Might
Keywords
Alignment, Mind-Affecting, Compulsion, Good
Effect
Mind Control 6d6 (Human class of minds) (30 Active Points); 1 Charge (-2), Set Effect (Reflect On Dark Deeds Done; -1/2), EGO Roll at -1 Negates (-1/2), Not vs. Good (-1/2), Gestures (-1/4), Incantations (-1/4)

Protection from [Alignment] Errata
Domain Good Level 1
Real Cost: 7 Active Points: 30
Provider: Killer Shrike Source: D&D 3e Core
Keywords
Alignment, Protective
Effect
Force Field (4 PD/4 ED/5 Mental Defense/4 Power Defense), Usable By Other (+1/4), LOS Not Required To Maintain (+1/2) (30 Active Points); Only vs [Alignment] Power loses about half of its effectiveness (-1), 1 Continuing Charge lasting 5 Minutes (-3/4), Extra Time (Full Phase, Delayed Phase, -3/4), Concentration 1/2 DCV (-1/4), Incantations (-1/4), Gestures (-1/4)

Errata
Domain Good Level 2
Real Cost: 9 Active Points: 42
Provider: Killer Shrike Source: D&D 3e Core
Keywords
Investing
Effect
  • +1 Overall, UBO (+1/4), LOS Not Required To Maintain (+1/2) (17 Active Points); 1 Charge (-2), Extra Time (Extra Phase, Delayed Phase, -1), OIF (Holy Symbol; -1/2), Incantations (-1/4), Gestures (-1/4), Concentration (1/2 DCV; -1/4) (Real Cost: 3)
  • +10 STR, UBO (+1/4), LOS Not Required To Maintain (+1/2) (17 Active Points); Extra Time (Extra Phase, Delayed Phase, -1), 1 Continuing Charge lasting 1 Minute (-1), OIF (Holy Symbol; -1/2), Concentration (1/2 DCV; -1/4), Gestures (-1/4), Incantations (-1/4) (Real Cost: 4)
  • Armor (2 PD/1 ED), UBO (+1/4), LOS Not Required To Maintain (+1/2) (8 Active Points); Extra Time (Extra Phase, Delayed Phase, -1), 1 Continuing Charge lasting 1 Minute (-1), OIF (Holy Symbol; -1/2), Concentration (1/2 DCV; -1/4), Gestures (-1/4), Incantations (-1/4) (Real Cost: 2)

Magic Circle Against [Alignment] Errata
Domain Good Level 3
Real Cost: 18 Active Points: 74
Provider: Killer Shrike Source: D&D 3e Core
Keywords
Alignment
Description
Shield vs opponents of a specific Alignment. This is actually 4 Spells (Good, Evil, Chaos, Law) and must be learned seperately for each type
Effect
Force Wall (14 PD/8 ED; 3" long and 1" tall), Hardened (+1/4) (74 Active Points); Only vs [Alignment] (-1), No Range (-1/2), Extra Time (Full Phase, Only to Activate Constant or Persistent Power, Delayed Phase, -1/2), 1 Continuing Charge lasting 1 Hour (-1/4), Gestures (-1/4), Incantations (-1/4), Concentration 1/2 DCV (-1/4)

Errata
Domain Good Level 4
Real Cost: 17 Active Points: 70
Provider: Killer Shrike Source: New Content
Keywords
Positive
Effect
Energy Blast 4d6 (vs. NND), Does BODY (+1), AVLD: Flash Defense Sight (+1 1/2) (70 Active Points); 1 Continuing Charge lasting 1 Turn (-1 1/4), No Knockback (-1/4), Gestures (-1/4), Incantations (-1/4), Extra Time (Delayed Phase, -1/4), Concentration 1/2 DCV (-1/4), Requires A Magic Skill vs Spell Resistance Roll (RSR Skill is subject to Skill vs. Skill contests, No Active Point penalty to Skill Roll -1/4), Beam (-1/4)

Errata
Domain Good Level 5
Real Cost: 15 Active Points: 90
Provider: Killer Shrike Source: D&D 3e Core
Effect
Dispel Any [Alignment] Effect One At A Time 24d6, Any [Alignment] Effect One At A Time (+1/4) (90 Active Points); 1 Charge (-2), Extra Time (1 Minute, Character May Take No Other Actions, -1 3/4), OIF (Holy Symbol; -1/2), Concentration (1/2 DCV; -1/4), Gestures (-1/4), Incantations (-1/4)

Errata
Domain Good Level 6
Real Cost: 25 Active Points: 105
Provider: Killer Shrike Source: D&D 3e Core
Keywords
Creation, Metal
Description
Creates a swirling barrier of flying blades (or possibly other SFX at the GM's option as seems appropriate to the patron deity's nature). Long Term Endurance Lost Paid When Spell Is Cast
Effect
RKA 2d6 (vs. ED), Uncontrolled (+1/2), AOE (2" radius; +3/4), Selective (+1/4), Continuous (+1) (105 Active Points); Side Effects, Side Effect occurs automatically whenever Power is used (Caster suffers 21 LTE loss; -1), Extra Time (Extra Phase, Only to Activate, Delayed Phase, Character May Take No Other Actions, -3/4), No Knockback (-1/4), Gestures (-1/4), Incantations (-1/4), Concentration (1/2 DCV, -1/4), IIF (Holy Symbol; -1/4), 1 Continuing Charge lasting 1 Hour (-1/4)

Errata
Domain Good Level 7
Real Cost: 25 Active Points: 120
Provider: Killer Shrike Source: D&D 3e Core
Keywords
Good
Effect
Drain BODY 4d6, AOE (32" Radius; +1 3/4), Selective (+1/4) (120 Active Points); 1 Charge (Stopped By Healing Magic of Equal or Greater AP; -2), OIF (Holy Symbol; -1/2), Not vs Good Individuals (-1/2), Gestures (-1/4), Incantations (Voice Range Option; -1/4), Requires A Magic Skill vs Spell Resistance Roll (RSR Skill is subject to Skill vs. Skill contests, No Active Point penalty to Skill Roll -1/4)

Errata
Domain Good Level 8
Real Cost: 41 Active Points: 130
Provider: Killer Shrike Source: D&D 3e Core
Keywords
Investing, Good
Description
This powerful spell surrounds the caster in an invisible magical aura that grants considerable protection vs Evil effects and Evil aligned people (those with Distinctive Feature: Evil). The effect lasts all day unless it is dispelled or encounters Anti-Magic.
Effect
  • +8 with DCV, 1 Continuing Charge lasting 1 Day (+0) (40 Active Points); Extra Time (Full Phase, Delayed Phase, Only to Activate; -1/2), OIF (Holy Symbol; -1/2), Only vs Evil (-1/2), Concentration (1/2 DCV; -1/4), Incantations (-1/4), Gestures (-1/4) (Real Cost: 12)
  • Power Defense (+30 points), 1 Continuing Charge lasting 1 Day (+0) (30 Active Points); Extra Time (Full Phase, Only to Activate, Delayed Phase, -1/2), Only vs Evil (-1/2), OIF (Holy Symbol; -1/2), Concentration (1/2 DCV; -1/4), Incantations (-1/4), Gestures (-1/4) (Real Cost: 9)
  • Armor (10 PD/10 ED), 1 Continuing Charge lasting 1 Day (+0) (30 Active Points); OIF (Holy Symbol; -1/2), Only vs Evil (-1/2), Extra Time (Full Phase, Only to Activate, Delayed Phase, -1/2), Concentration (1/2 DCV; -1/4), Gestures (-1/4), Incantations (-1/4) (Real Cost: 10)
  • Spell Resistance, 50% Magic Damage Reduction, 1 Continuing Charge lasting 1 Day (+0) (30 Active Points); Extra Time (Extra Segment, Delayed Phase, Only to Activate; -1/2), OIF (Holy Symbol; -1/2), Only vs Evil (-1/2), Incantations (-1/4), Gestures (-1/4) (Real Cost: 10)

Errata
Domain Good Level 9
Real Cost: 31 Active Points: 148
Provider: Killer Shrike Source: D&D 3e Core
Keywords
Summoning
Effect
Summon 8 257-point Fantasy Creatures, Expanded Class of Beings Very Limited Group (+1/4), Amicable Slavishly Devoted (+1) (148 Active Points); 1 Charge (-2), Extra Time (Extra Phase, Delayed Phase, -1), Incantations (-1/4), Gestures (-1/4), Concentration 1/2 DCV (-1/4)

Sun Domain Package
Cost Ability
10 Domain Granted Power
10 Access to Domain Spells
+20 Package Total Cost
DETAILS
Errata
Sun Granted Power
Real Cost: 10 Active Points: 50
Provider: Killer Shrike Source: DD3eC
Keywords
Compulsion, Positive, Light
Description
The character can turn Undead (as per the Turn Undead ability from Fantasy HERO pg 108)
Effect
+50 PRE Only To Make PRE Attacks (-1), Only vs. Undead Creatures (-1), Full Phase, Delayed Phase (-3/4), Limited Effect (-1), Only Usable While In Good Standing With Faith (can't be removed; -1/4)
Domain Description (Placeholder) Errata
Sun Domain Access
Real Cost: 10 Active Points: 10
Provider: Killer Shrike Source: NEW
Description
See the Dominine Magic System document for specific details about Domains.
Effect
The character has access to a set of Domain Spells that allows them to cast one (1) extra Spell per Spell Level per Day chosen from the Domains available to them.
      The Spells for this Domain are listed below. Note that some Spell Levels may have more than one Spell listed. In such a case the player or GM should select one of the listed Spells as being available for an individual character. This may be determined by the nature of the character's deific patron if the GM prefers (i.e. some patrons might grant Spell A while another patron grants Spell B at Level X).
Domain Sun Spell List
Record Count: 9

Errata
Domain Sun Level 1
Real Cost: 10 Active Points: 30
Provider: Killer Shrike Source: New Content
Keywords
Fire
Effect
Flight 12", Combat Acceleration/Deceleration (+1/4) (30 Active Points); Extra Time (Full Phase, Only to Activate Constant or Persistent Power, Delayed Phase, Character May Take No Other Actions, -1/2), Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2), Gestures (-1/4), Incantations (-1/4), No Noncombat Movement (-1/4), 1 Continuing Charge lasting 1 Hour (-1/4)

Errata
Domain Sun Level 2
Real Cost: 11 Active Points: 45
Provider: Killer Shrike Source: D&D 3e Core
Keywords
Fire
Effect
EB 3d6 (vs. ED), Lingering +1 Phase (+1/4), Indirect ( Any origin, any direction; From Metal Target Is Touching; +3/4), NND (+1) (45 Active Points); 1 Continuing Charge lasting 1 Extra Phase (-1 3/4), Extra Time (Full Phase, Delayed Phase, -3/4), Concentration (1/2 DCV; -1/4), Gestures (-1/4)

Daylight Errata
Domain Sun Level 3
Real Cost: 15 Active Points: 42
Provider: Killer Shrike Source: D&D 3e Core
Keywords
Light
Effect
  • Sight Group Images , Increases Size (4" radius; +1/2) (15 Active Points); Only To Create Light (-1), Set Effect (-1), OAF (-1), Extra Time (Full Phase, Only to Activate Constant or Persistent Power, Delayed Phase, -1/2), Concentration 0 DCV (-1/2), Linked (Emit Sunlight; -1/2), Greater Power is Constant or in use most or all of the time (+1/4), Incantations (-1/4), 1 Continuing Charge lasting 1 Hour (-1/4) (Real Cost: 3)
  • Sight Group Flash 0 1/2d6, Continuous (+1), AOE (1" Radius; +1 3/4), Selective Target (+1/4) (12 Active Points); 1 Continuing Charge lasting 1 Hour (-1/4), Gestures (-1/4), Requires A Magic Skill vs Spell Resistance Roll (No Active Point penalty to Skill Roll, RSR Skill is subject to Skill vs. Skill contests -1/4), Incantations (-1/4), Extra Time (Delayed Phase, -1/4), Linked (Emit Sunlight; -1/2), Greater Power is Constant or in use most or all of the time (+1/4) (Real Cost: 5)
  • CE 4" radius, +1 Temperature Level Adjustment (15 Active Points); Requires A Skill Roll (No Active Point penalty to Skill Roll, RSR Skill is subject to Skill vs. Skill contests Magic Skill vs Spell Resistance; -1/4), Extra Time (Delayed Phase, Only to Activate, -1/4), Gestures (-1/4), Incantations (-1/4), 1 Continuing Charge lasting 1 Hour (-1/4) (Real Cost: 7)

Errata
Domain Sun Level 4
Real Cost: 17 Active Points: 74
Provider: Killer Shrike Source: New Content
Keywords
Fire
Effect
Change Environment 128" radius, +4 Temperature Level Adjustment, Long-Lasting 1 Hour, Personal Immunity (+1/4) (74 Active Points); 1 Charge (-2), No Range (-1/2), Extra Time (Full Phase, -1/2), Concentration (1/2 DCV; -1/4)

Errata
Domain Sun Level 5
Real Cost: 30 Active Points: 75
Provider: Killer Shrike Source: New Content
Keywords
Fire
Effect
Flight 30", Combat Acceleration/Deceleration (+1/4) (75 Active Points); Extra Time (Full Phase, Only to Activate Constant or Persistent Power, Delayed Phase, Character May Take No Other Actions, -1/2), Gestures (-1/4), Incantations (-1/4), Concentration (1/2 DCV; -1/4), 1 Continuing Charge lasting 1 Hour (-1/4)

Errata
Domain Sun Level 6
Real Cost: 19 Active Points: 135
Provider: Killer Shrike Source: New Content
Description
SYMBOL MUST BE VISIBLE TO BE EFFECTIVE, Long Term Endurance Lost Paid When Spell Is Cast
Effect
Sight Group Flash 6d6, Trigger (Set When Symbol Inscribed; +1/2), Uncontrolled (+1/2), Continuous (+1), AOE (19" Cone; +1), Conforming (+1/2) (135 Active Points); Extra Time (5 Minutes, -2), 1 Continuing Fuel Charge lasting 1 Hour (+0), Fuel is Extremely Difficult to obtain (Recast Spell) (-1), Side Effects, Side Effect occurs automatically whenever Power is used (Caster suffers 27 LTE Loss; -1), Gestures (Requires both hands; Complex; -3/4), No Range (-1/2), Concentration 0 DCV (-1/2), Incantations (-1/4), Physical Manifestation (Symbol; -1/4)

Errata
Domain Sun Level 7
Real Cost: 21 Active Points: 120
Provider: Killer Shrike Source: D&D 3e Core
Keywords
Fire
Effect
  • RKA 2d6 (vs. ED), AOE (12" Line; +1) (60 Active Points); 1 Charge (-2), Extra Time (Extra Phase, Delayed Phase, Character May Take No Other Actions, -1 1/4), No Range (-1/2), Incantations (-1/4), Gestures (-1/4), Concentration (1/2 DCV; -1/4) (Real Cost: 11)
  • Sight Group Flash 6d6, AOE (12" Line; +1) (60 Active Points); 1 Charge (-2), Extra Time (Extra Phase, Delayed Phase, Character May Take No Other Actions, -1 1/4), Linked (RKA; -1/2), No Range (-1/2), Concentration (1/2 DCV; -1/4), Incantations (-1/4), Gestures (-1/4) (Real Cost: 10)

Errata
Domain Sun Level 8
Real Cost: 26 Active Points: 132
Provider: Killer Shrike Source: D&D 3e Core
Keywords
Light
Effect
  • RKA 1d6 + 1 (vs. ED), Personal Immunity (+1/4), AOE (6" Radius; +1), AVLD: Flash Defense: Sight (+1 1/2) (75 Active Points); 1 Charge (-2), No Range (-1/2), Concentration 1/2 DCV (-1/4), Gestures (-1/4), Extra Time (Full Phase (Delayed Phase, -1/2)), No Knockback (-1/4), Incantations (-1/4)(Real Cost: 15)
  • Sight Group Flash 4 1/2d6, Personal Immunity (+1/4), AOE (3" Radius; +1 1/4) (57 Active Points); 1 Charge (-2), No Range (-1/2), Extra Time (Full Phase (Delayed Phase, -1/2)), Gestures (-1/4), Incantations (-1/4), Concentration 1/2 DCV (-1/4), Linked (RKA; -1/4) (Real Cost: 11)

Errata
Domain Sun Level 9
Real Cost: 40 Active Points: 150
Provider: Killer Shrike Source: D&D 3e Core
Keywords
Acid, Cold, Electricity, Fire, VSFX, Pattern
Description
Long Term Endurance Lost Paid When Spell Is Cast
Effect
RKA 3d6 - 1 (vs. ED), Variable SFX (Fire, Electricity, Cold, Acid) Limited Group of SFX (+1/4), Damage Shield (+1/2), Continuous (+1), AOE (11" Radius; +1) (150 Active Points); Side Effects, Side Effect occurs automatically whenever Power is used (Caster takes 15 LTE loss; -1/2), Full Turn Only To Activate (-3/4), 1 Continuing Charges lasting 1 Hour each (-1/4), Gestures (-1/4), Incantations (-1/4), Concentration (-1/4), Focus (OIF: Prism; -1/2)