Post by Deleted on Oct 16, 2018 17:20:59 GMT -5
Reward Type: New Ability
Cost 150
Location: Beneath Drain Touch
Reward: Healing Wind: Being led to an oasis when he might’ve perished on desert sands left Blaise with both an appreciation for the roving Dhalmel herds and some of their curious ability to infuse local air currents with life-giving energy. A pale green-white breeze heals the caster and all allies within a thirty foot radius of minor wounds (as Cure) and one negative status ailment (Except: Doom, Zombie, and Frenzy). (Cooldown 2)
Reward Type: Upgrade
Cost 100
Location: Beneath Healing Wind
Reward: White Wind: Blaise proved passable enough at poetry to amuse the Sprites of Silkwood at their midsummer festival. The fey lore they granted in return seamlessly blends White magic with aerokinesis. A rising mistral infuses the surrounding air with radiance, healing the caster and allies within a forty foot radius of medium wounds (as Cura) and one negative status ailment (Except: Doom, Zombie, and Frenzy). (Cooldown 3)
Reward Type: Upgrade
Cost 100
Location: Beneath White Wind
Reward: White Highwind: Blaise likes pretend he totally knew Bull Caps exude bio-regenerative vapor as a natural product of cellular respiration before making one into a double decker sandwich. A lambent vortex heals the caster and all allies within a fifty foot radius of heavy wounds (as Curaga) and one negative status ailment. (Except: Doom, Zombie, and Frenzy). (Cooldown 4)
Reward Type: New Ability
Cost 150
Location: Below Aqua Breath
Reward: Radiant Breath: A Wyvern’s change of heart mid-breath spared Blaise’s life by bathing him in this beneficent aspect of draconic magic. After taking a moment to catalyze their lungs with sacred energy, the caster breathes out a cone of numinous mist. All enemies caught in the cone are dealt massive Light elemental magic damage while all living allies and neutral bystanders in the blast are healed of massive wounds. However, the caster themselves can’t be healed by this spell. (Cooldown 5)
Cost 150
Location: Beneath Drain Touch
Reward: Healing Wind: Being led to an oasis when he might’ve perished on desert sands left Blaise with both an appreciation for the roving Dhalmel herds and some of their curious ability to infuse local air currents with life-giving energy. A pale green-white breeze heals the caster and all allies within a thirty foot radius of minor wounds (as Cure) and one negative status ailment (Except: Doom, Zombie, and Frenzy). (Cooldown 2)
Reward Type: Upgrade
Cost 100
Location: Beneath Healing Wind
Reward: White Wind: Blaise proved passable enough at poetry to amuse the Sprites of Silkwood at their midsummer festival. The fey lore they granted in return seamlessly blends White magic with aerokinesis. A rising mistral infuses the surrounding air with radiance, healing the caster and allies within a forty foot radius of medium wounds (as Cura) and one negative status ailment (Except: Doom, Zombie, and Frenzy). (Cooldown 3)
Reward Type: Upgrade
Cost 100
Location: Beneath White Wind
Reward: White Highwind: Blaise likes pretend he totally knew Bull Caps exude bio-regenerative vapor as a natural product of cellular respiration before making one into a double decker sandwich. A lambent vortex heals the caster and all allies within a fifty foot radius of heavy wounds (as Curaga) and one negative status ailment. (Except: Doom, Zombie, and Frenzy). (Cooldown 4)
Reward Type: New Ability
Cost 150
Location: Below Aqua Breath
Reward: Radiant Breath: A Wyvern’s change of heart mid-breath spared Blaise’s life by bathing him in this beneficent aspect of draconic magic. After taking a moment to catalyze their lungs with sacred energy, the caster breathes out a cone of numinous mist. All enemies caught in the cone are dealt massive Light elemental magic damage while all living allies and neutral bystanders in the blast are healed of massive wounds. However, the caster themselves can’t be healed by this spell. (Cooldown 5)