Fanmade:Holy Power Skill Tree
From Diablo Wiki
The mage activates two blades of magical white energy - one for each hand. Actually a small energy lightning comes out of each finger and they all are chained together with a curved lightning edge. Press the skill button to activate the blades and press it again to deactivate them. Deactivation doesn't cost Energy. If you are wearing a shield, the blade is only on the right hand. These blades are used for melee combat - the mage slices enemies. The damage is magical and the enemies struck are swallowed by magical white flames that burn them for a while and lower their resistances /also magical resistance/. There is extra damage dealt to undead and demons. The perfect melee weapon against them. The mage swings the blades in a sequence - right, left, right, left. If you wear a shield the attack is single. The attack speed is very fast. Costs Energy for activation.
Advancing in higher levels of this skill allows the blades to affect not only the targeted foe, but also the ones next to them, in the same direction. Also – and very important – when active, these blades significantly increase the chance to make a Critical Strike.
In addition to the blades effect, there is a chance to emit a lightning of white energy that can strike the nearby enemies when you attack your target. When this happens the enemies struck will burn as if they were hit by the blade, but the damage they receive will be the half of it. The maximum count of foes struck by this lightning is two.
Adding points to the skill will increase the magic damage, the burn duration and the resistances lowered. The chance to emit a lightning that affects the foes nearby will also get better. The Energy cost for activation increases.
Scepter of Light
The mage summons a big scepter of white energy in her hands. Actually she raises her hand above her head and thin rays of light start shining around it, then they gather together (they move from the outwards to inward) and form the scepter. It looks pretty much like a big morning star mace, but made of light. Press the skill button to activate the mace and press it again to deactivate it. Deactivation doesn't cost Energy. The scepter is one handed and you can have a shield in your other hand, or maybe a magical item like an orb etc. The attack speed is fast. The damage is magical and physical. Enemies that are hit will be swallowed by white magical flames that slowly burn them and lower their resistances /also magical resistances/ and their defence. There is a chance to Dispell Undead and to Banish Demons /see below/ when attacking. Costs Energy for activation.
In addition to that, there is a chance for the scepter to emit a lightning of white energy when you hit the target and it will affect maximum four of the nearby foes. The ones hit by the lightning will receive half of the scepter damage. Also – the Scepter presence significantly increases all your allies chance to make a Critical Strike or cast a spell with Double Damage!
Adding points to the skill will increase the damage /magical and physical/ and also the chance to cast Dispell Undead and Banish Demons. The resistances and enemy defense drawbacks, and the burn duration will also increase. The chance to emit additional lightning to nearby foes will get better. Also the chance to make Critical Strike or cast a spell with Double Damage will increase. The Energy cost for activation increases.
Shield Of Light
The mage raises her hands and invokes a spherical shield that shines with a bright light. The shield looks like a white ring /sphere/ around the mage that spreads rays of light all around. The shield can absorb a limited amount of damage and returns it like a ray of bright light, to the enemy that has struck the shield with melee attack or a missile. For example the enemy fires an arrow to the mage. The shield absorbs the arrow and fires a ray of light that burns the enemy and returns part of the arrow damage to him. The ray lasts for half a second and disappears. When the amount of damage reaches the shield limit, the shield fades away. Activation costs Energy.
This spell cannot be combined with Thorn Armor and Dark Shield from the Shadow Spells skill tree. One cancels the other.
Adding points to the skill will increase the amount of damage absorbed and the percent of damage returned - 50%, 60%, 70%, 80%, 90%, 100%, 110% etc.. The Energy cost for activation increases.
The mage casts a bright bolt that hurts the enemies and heals allies. The bolt deals some damage to foes and there is +150% damage to undead and +200% damage to demons. When the skill is lower level, the bolt fired is one. When the skill is higher level, the bolts are three and are aimed to the most dangerous foes or the ones that are too close. When the skill is even higher level, the bolts are five. Casting costs Energy.
Adding points to the skill will make the bolt multiple - three and five bolts /up to five/. Adding points will also increase the damage. The Energy cost increases.
The mage spins and sprinkles holy water in a circle around her. The water covers the ground around the mage. It is presented by tiny twinkling sparkles on the ground. Now the enemies cannot pass the circle of holy water - they are afraid. This is useful when there are many surrounding foes. The duration of the holy water is 30 to 60 seconds depending on the skill level(this is a subject to change, of course). After you cast the spell there is 15 seconds casting delay. Casting costs Energy.
Adding points to this skill will increase the radius of the ring and the duration of the holy water. The Energy cost increases.
This nova deals magical damage to foes and heals allies. There is an extra damage to undead and demons. There is a casting delay of 5 seconds. The nova is bright shining in white. Casting costs Energy.
Adding points to this skill will increase the damage and the healing rate. The Energy cost increases.
The mage raises her hands aside and many tiny white shining Light spheres fly out from her fingers and from her back. The spheres leave long bright trail behind them. They fly high above the mage and then they make a turn, and fly to enemies. When an enemy is hit by a Light sphere, he is covered by a white holy fire that quickly burns him and lowers his resistances /also magical resistance/ and defence. There is an extra damage to demons and undead. The enemies that are killed turn into ashes. Casting costs Energy.
Adding points to the skill will increase the damage and the count of the Light spheres fired. The holy fire burn duration also increases and the percent of lowering resistances and defense also increase. The Energy cost increases.
When encountering many undead enemies, the Aurian Mage can dispatch them by using this spell. The mage raises her hand and draws a shining mystic rune in the air that disappears after a while. The rune looks pretty much like a skull. After the rune is drawn a bright light explodes in the undead enemy's chest. Then he falls on the ground dead, like a pile of bones and flesh. After the first enemy has fallen the bright explosion jumps to the nearest enemies. This is how you can dispel a group of undead foes that stand close to each other. If the next enemy is too far /more than two meters/ the spell won't jump to him. Some undead that are higher level won't be affected by this spell - they will be just damaged. That's why you have to add points to this skill. The spell works only when cast to undead enemies. Other types of foes are slightly damaged or stunned by this spell. Could be useful. Casting costs Energy.
Adding points to this skill will increase the damage dealt to higher level undead enemies. The chance to dispel higher level undead also increases. The enemies that are lower level instantly die. Non undead foes receive more and more damage and the chance for the spell to stun them also increases. The Energy cost increases.
This skill is used when encountering demons. You point a demon and use the skill and the mage raises her hand and draws another mystic rune in the air that floats and disappears. After the rune is drawn a big explosion of bright light strikes the demon. The explosion is bigger than the one of Dispel Undead and can affect the demons nearby. When the explosion strikes the demons are swallowed by bright white flames that burn them to ashes. This spell doesn't jump to nearby enemies - the explosion is big enough to affect the closest foes, but that's all. Demons that are higher level will only be damaged, so add points to the skill. The spell works this way only to demons. Other types of foes will be affected in a different way – they are being terrified and they flee for a while. Costs Energy.
Adding points to the skill will increase the damage done to higher level demons. The chance to banish higher level demons also increases. Lower level demons instantly die. Other types of foes flee for a longer time. The Energy cost increases.
When there are many enemies gathered, the mage raises her hand and opens a spherical bright shining portal. The portal is made of concentric light crowns /circles/ that shrink to center with average speed. There are bright white flashes that dance on the portal surface. The flashes are not centered - they dance on the surface randomly. The edges of the portal form an energy vortex. This spell draws the closer enemies in and swallows them with no mercy. The enemies that are higher level won't be drawn in, so add points to the skill. The portal is active for 15 seconds and after it disappears there is a long casting delay. Casting costs Energy.
Adding points to the skill will increase the draw-in radius and the chance to draw in higher level enemies. The Energy cost increases.
This skill has the biggest area of effect - nearly the whole screen. When you cast the Golden Light the mage raises her hand /orb or scepter/ and a golden light starts to shine on top of it. The light forms a sphere that grows fast and soon it fills the whole screen and disappears after a while. The light turns the undead enemies and demons into ashes. All other enemies are blinded for a time. Some undead and demons that are higher level won't be killed by the light - they will be only damaged. Enemies that are not undead or demons should be blinded, but if they are higher level, they won't. You have to add skill points to the skill in order to kill higher level undead and demon enemies or blind others. Casting costs Energy.
Adding points to this skill will increase the chance to kill higher level undead and demons, the damage done to higher level undead and demons that won't be killed, and the chance to blind higher level enemies /different from undead and demons/. Lower level undead and demons instantly die and lower level other enemies are instantly blinded. Adding points to the skill also increases the blind duration. The Energy cost increases.
Wisp Of Light
The ability to call Wisp of Light - a shining white sphere that is twice bigger than the mage's head. There are thin rays of white light that come out of the sphere, making it look like a big star. When a wisp is called it flies around the mage and attacks enemies by spreading thin rays of white light. The damage is magical. Each ray damages one enemy. There is extra damage to undead and demons. The wisp can fire at six targets at a time. The range of the wisp attack is 7 meters. Each wisp has a limited amount of life and can be killed. When this happens the wisp fades away. Casting costs Energy per wisp.
You can call maximum twoWisps of Light. These Wisps cannot be combined with Shadow Wisps /see the Shadow Spells skill tree/. When you call one kind of wisp it cancels the other.
Adding points to this skill will increase the magical damage and the count of wisps that you can call /up to two/. Their life also increases. The Energy cost for casting increases.
When the mage has slain her enemies, she can summon Ghosts from the corpses. Just point a corpse and press the spell button. The Ghost looks just like the slain foe but it’s flying – gliding above the ground.
The ghosts deal magical and physical damage. There is extra damage to undead and demons. They move and attack willfully. They have limited hit points. When killed they fade away. They can pass trough gratings. The maximum count of Ghosts that you can call is five. They cannot be combined with Wisps Of Light and Angels /see below/ as well as Mind controlled creatures. Summoning each ghost costs Energy.
Adding points to the skill will increase the count of ghosts that can be summoned /up to five/. The damage of the ghosts and their health also increases. The Energy cost increases.
The incredible ability of the Aurian Mage to call angels from heavens to help her. The mage raises her hand and a beautiful angel appears near her. The wings of the angel are silver bird type wings, and the angel's head has long white hair. The angel shines in white. He has golden armor and he is holding a big two handed sword. The angel attacks willfully with the sword and deals lots of damage to enemies. There is extra damage to undead and demons. Angels are immortal, but an angel helps for a limited amount of time - 30 seconds to 1 minute/maximum/. After he fades away there is a big casting delay - five minutes or more. Angels look a little transparent and they can pass trough enemies like ghosts - they cannot be trapped between enemies.
When you add skill points to the skill the angels called at a time become two and that's their maximum count. They exist for a limited amount of time and disappear /fade away/. Summoning costs Energy.
You can also ask the angels to attack a desired target. To do this you must have called them, then just select the foe and cast the spell again.
When you use Shadow Spells that steal life and Energy or Shadow Wisp, the angels won't tolerate it and will disappear. Also if you have mind controlled creatures or ghosts summoned Angels won't like it and will not appear when you call them.
When adding points to the skill you increase the damage of the angels and the time of existence - 30 seconds to 1 minute /maximum/. The count of the angels called also increases up to two. The Energy cost for summoning increases.
A passive skill. Adding points to the skill increases the damage of all Holy Power skills. Also the casting delay for the Holy Power skills decreases.
The Aurian Mage Jel Doh was first a Paladin, so this is not a surprise. The mage raises her hand and calls a bright white aura. It is presented by a bright white glow around the mage's body. The Defensive Aura increases the mage's defence and some percent of all her resistances /including magical resistance/. The aura affects the mage and her allies.
To activate the aura just select the skill, press the skill button and the aura will be activated. Then you can switch to another skill. The aura is active until you activate another aura /see below/.
Adding points to this skill will increase the resistances and the defense.
This aura looks pretty much like the Defensive Aura, but its glow is golden. The mage raises her hand and activates the aura /the same way of activation like Defensive Aura/. The Offensive Aura increases the damage of all the spells and decreases the casting delay /increases the casting speed/ of the spells. It also decreases the Energy cost. The aura affects the mage and her allies.
Adding points to the skill will increase the damage of the spells, will decrease the casting delay /the casting speed increases/ and the spells Energy cost will decrease.
This aura looks like blue flames dancing around the mage's body. It dramatically increases the Life and Energy regeneration rate by some percents. The aura affects the mage and her allies. It is activated like the other Aurain Mage auras.
Adding points to the skill will increase the Life and Energy regeneration rate by some percents.
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