| Enhancement | Description |
|---|---|
Font of Power
|
For each action point spent in this tree, you gain +1 Universal Spell Power and +2 Spell Points. |
Shield of Condemnation
|
Toggle: Enemies that strike you have a chance of suffering divine condemnation for 20 seconds, increasing their vulnerability to light and alignment-based damage by 10%, and decreasing their fortification by 10%. This debuff stacks up to 5 times, and is dispelled by Bless effects. |
Aura of Menace
|
Toggle: You project a 15 meter Aura of Menace, decreasing the saving throws, attack, and armor class of nearby enemies by 2. |
Summon Archon
|
Spell Like Ability: A small lantern archon hovers over your shoulder and attacks nearby enemies. This archon is indestructible, deals 1 to 3 + caster level light damage every 2 seconds, and uses your Light Spell Power and Spell Critical effects for its light beam attacks. The archon will only attack enemies that have already been damaged, will not attack fascinated or mesmerized foes, and always attacks the enemy with the fewest hit points in range. All threat generated by the archon is applied to you. |
Vengeful Magic
|
Passive: +1 to Spell DCs and +20 Light and Alignment Spell Power. When you fall below 80% health, you gain a +1% Sacred bonus to Spell Critical chance for 20 seconds. When you fall below 60% health, you gain +1 Sacred bonus to your spell DCs for 20 seconds.When you fall below 40% health, you gain +50% Sacred bonus to Spell Critical Damage Multiplier with Fire, Force, Light, and Physical damage spells for 20 seconds. Each of these effects persist even if you are then healed above their health thresholds, but each can only trigger once every two minutes. |
Ascendancy: Shine Bright
|
Choose between Wisdom and Charisma variants |
| Enhancement | Description |
|---|---|
Nimbus of Light
|
Rank 1 Spell-Like Ability: A glittering corona of light coalesces around your outstretched arm, dealing 1 to 6 points of light damage for every caster level This ray has double spell range.D&D Dice: Deals 1d6 light damage for every caster level, max 15d6. Rank 2 Spell-Like Ability: A glittering corona of light coalesces around your outstretched arm, dealing 1 to 6 points of light damage for every caster level This ray has double spell range.D&D Dice: Deals 1d6 light damage for every caster level, max 15d6. Rank 3 Spell-Like Ability: A glittering corona of light coalesces around your outstretched arm, dealing 1 to 6 points of light damage for every caster level This ray has double spell range.D&D Dice: Deals 1d6 light damage for every caster level, max 15d6. |
Scourge
|
Rank 1 Whenever you cast a Fire, Force, Light, or Physical damage spell, you gain +3 to your Fire, Force, Light, or Physical Spell Power for 6 seconds. This stacks up to 3 times. In addition, when you take damage you have a 20% chance to gain one stack of Scourge.Rank 2 Whenever you cast a Fire, Force, Light, or Physical damage spell, you gain +3 to your Fire, Force, Light, or Physical Spell Power for 6 seconds. This stacks up to 6 times. In addition, when you take damage you have a 50% chance to gain one stack of Scourge.Rank 3 Whenever you cast a Fire, Force, Light, or Physical damage spell, you gain +3 to your Fire, Force, Light, or Physical Spell Power for 6 seconds. This stacks up to 10 times. In addition, when you take damage you gain one stack of Scourge. |
Smiting
|
Your Fire, Force, Light, and Physical damage spells have an additional 2% chance to critically hit. |
Angelic Resistance
|
Rank 1 You gain +1 to all saving throws against Magic.Rank 2 You gain +2 to all saving throws against Magic.Rank 3 You gain +3 to all saving throws against Magic. |
Inquisition
|
Rank 1 +1 Concentration, Intimidate, and Will Saves vs. Fear.Rank 2 +2 Concentration, Intimidate, and Will Saves vs. Fear.Rank 3 +3 Concentration, Intimidate, and Will Saves vs. Fear. |
| Enhancement | Description |
|---|---|
Wand and Scroll Mastery
|
Rank 1 +25% damage and healing from your wands, scrolls, and other items that cast spells, and +1 to the save DCs of your offensive wands.Rank 2 +50% damage and healing from your wands, scrolls, and other items that cast spells, and +3 to the save DCs of your offensive wands.Rank 3 +75% damage and healing from your wands, scrolls, and other items that cast spells, and +6 to the save DCs of your offensive wands. |
Efficient Empower
|
Choose between Empower Spell, Maximize Spell, Enlarge Spell, or Quicken Spell. Reduce the Spell Point cost of using that Metamagic. Rank 1 Rank 2 Rank 3 |
Smiting
|
Your Fire, Force, Light, and Physical damage spells have an additional 2% chance to critically hit. |
Just Reward
|
Rank 1 When you critically hit with a Fire, Force, Light, or Physical damage spell, you gain 3 Sacred temporary spell points. Passive: Your deity's favored weapon is considered an Implement in your hands.Rank 2 When you critically hit with a Fire, Force, Light, or Physical damage spell, you gain 6 Sacred temporary spell points. Passive: Your deity's favored weapon is considered an Implement in your hands.Rank 3 When you critically hit with a Fire, Force, Light, or Physical damage spell, you gain 10 Sacred temporary spell points. Passive: Your deity's favored weapon is considered an Implement in your hands. |
Action Boost Choice
|
Rank 1 Activate to gain a +10 Action Boost bonus to Spell Power for 20 seconds.Rank 2 Activate to gain a +20 Action Boost bonus to Spell Power for 20 seconds.Rank 3 Activate to gain a +30 Action Boost bonus to Spell Power for 20 seconds. |
| Enhancement | Description |
|---|---|
Sun Bolt
|
Rank 1 Spell-Like Ability: A powerful bolt of light deals 4 to 9 light damage per caster level (up to a maximum of 60 to 135 damage at caster level 15) to targets in its path. A successful Reflex save reduces the damage by half. This spell is a bolt and has double range. D&D Dice: Deals 1d6+3 light damage per caster level (max 15d5+45). Rank 2 Spell-Like Ability: A powerful bolt of light deals 4 to 9 light damage per caster level (up to a maximum of 60 to 135 damage at caster level 15) to targets in its path. A successful Reflex save reduces the damage by half. This spell is a bolt and has double range. D&D Dice: Deals 1d6+3 light damage per caster level (max 15d5+45). Rank 3 Spell-Like Ability: A powerful bolt of light deals 4 to 9 light damage per caster level (up to a maximum of 60 to 135 damage at caster level 15) to targets in its path. A successful Reflex save reduces the damage by half. This spell is a bolt and has double range. D&D Dice: Deals 1d6+3 light damage per caster level (max 15d5+45). |
Efficient Empower
|
Choose between Empower Spell, Maximize Spell, Enlarge Spell, or Quicken Spell. Reduce the Spell Point cost of using that Metamagic. Rank 1 Rank 2 Rank 3 |
Smiting
|
Your Fire, Force, Light, and Physical damage spells have an additional 2% chance to critically hit. |
Spell Penetration
|
You add +1 to your Caster Level check to overcome an enemy's Spell Resistance. |
Ability Score
|
+1 Charisma or Wisdom |
| Enhancement | Description |
|---|---|
Crown of Retribution
|
Toggle: You remove your Shield of Condemnation from yourself and transfer it to an ally. The Shield of Condemnation manifests itself on them while they remain within the area of your Aura of Menace. Enemies that strike your ally while this is active take an additional 1d8+1 points of light damage from your divine wrath. This ability can only be used once per rest, and can only target another player or a hireling. Duration: 10 Minutes |
Efficient Heighten
|
Rank 1 Using the Heighten Spell Metamagic costs you 1 less Spell Point per heightened level.Rank 2 Using the Heighten Spell Metamagic costs you 2 fewer Spell Points per heightened level. |
Smiting
|
Your Fire, Force, Light, and Physical damage spells have an additional 2% chance to critically hit. |
Intense Faith
|
Rank 1 Your Fire, Force, Light, Alignment, and Physical damage spells are cast at +1 caster level.Rank 2 Your Fire, Force, Light, Alignment, and Physical damage spells are cast at +2 caster level.Rank 3 Your Fire, Force, Light, Alignment, and Physical damage spells are cast at +3 caster level. |
Ability Score
|
+1 Charisma or Wisdom |
| Enhancement | Description |
|---|---|
Cometfall
|
Rank 1 Spell-Like Ability: You conjure a bright, glowing comet, which appears in midair above your target, then strikes the ground with tremendous force. This spell does 4 to 9 points of bludgeon damage for every caster level. A successful Reflex save reduces the damage by half. The force of this comet can knock some creatures prone.D&D Dice: Deals 1d6+3 bludgeon damage per caster level. Rank 2 Spell-Like Ability: You conjure a bright, glowing comet, which appears in midair above your target, then strikes the ground with tremendous force. This spell does 4 to 9 points of bludgeon damage for every caster level. A successful Reflex save reduces the damage by half. The force of this comet can knock some creatures prone.D&D Dice: Deals 1d6+3 bludgeon damage per caster level. Rank 3 Spell-Like Ability: You conjure a bright, glowing comet, which appears in midair above your target, then strikes the ground with tremendous force. This spell does 4 to 9 points of bludgeon damage for every caster level. A successful Reflex save reduces the damage by half. The force of this comet can knock some creatures prone.D&D Dice: Deals 1d6+3 bludgeon damage per caster level. |
Unstoppable Magic
|
Rank 1 Enemies within your Aura of Menace suffer a -1 penalty to Spell Resistance.Rank 2 Enemies within your Aura of Menace suffer a -2 penalty to Spell Resistance.Rank 3 Enemies within your Aura of Menace suffer a -3 penalty to Spell Resistance. |
Evocation Focus
|
You have trained extensively in Evocation magic, granting a +1 bonus to your spell DCs of that school. |
Zealous Faith
|
Rank 1 The maximum caster level of your Fire, Force, Light, Alignment, and Physical damage spells are increased by 1.Rank 2 The maximum caster level of your Fire, Force, Light, Alignment, and Physical damage spells are increased by 2.Rank 3 The maximum caster level of your Fire, Force, Light, Alignment, and Physical damage spells are increased by 3. |
Archon's Fury
|
Toggle: Your Lantern Archon's attacks will add a stack of Archon's Fury. (Archon's Fury: 2d6+2 Fire damage every 2 seconds for 10 seconds, stacks up to 10 times). While toggled on, every shot from your Archon costs 12 Spell Points. |