3.5e Kryael Attunements

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Kryael Attunements[edit]

1st Level Attunements[edit]

  • Light - The Kryael channels their aura into the surrounding area, illumination the area for 60 ft. and revealing any hidden traps and doors.
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  • Shadow - The Kryael channels their aura into the surrounding area, creating an area of complete darkness for 20 ft. and granting partial concealment (20%) to anyone in the area.
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2nd Level Attunements[edit]

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3rd Level Attunements[edit]

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4th Level Attunements[edit]

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5th Level Attunements[edit]

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6th Level Attunements[edit]

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7th Level Attunements[edit]

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8th Level Attunements[edit]

  • Rejuvenating Light -- Your Aura reaches out to your allies and fills them with energy, restoring all ability points lost from ability damage and ability drain effects.
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9th Level Attunements[edit]

  • Light of Valor -- Your Aura shines bright, charging the power of the Light within. You strike out at all enemies within a 60 ft. radius, dealing 2d10 per caster level (maximum 40) Light damage.
  • Divine Illumination -- Your Aura glows, sending streams out Light out into the area. All allies within the area are healed for 150 points of damage.
  • Shining Invigoration -- Your Aura flows into your allies, granting them a +8 to all ability scores for the next 3 rounds.
  • Celestial Call -- You Aura shines upwards, pulling Light inward and creating an orb of Light, then hurls it downward at your enemies, dealing 10d10 points of Light damage in a 30 ft. radius.
  • Solar Flare -- Your Aura reaches into the sky and strikes at the sun, causing a solar flare to strike the ground. All enemies within a 20 ft. radius are dealt 6d12 points of Fire damage.
  • Dawn's Hope -- Your Aura shines throughout the area, granting your allies immunity to Fear, Mind-affecting, Sleep, Poison, Disease, Stun, and Death effects for the next 3 rounds.
  • Siblings of the Sun -- Your Aura radiates through the ground, creating 1d10 Celestial Knights in a 30 ft. radius at locations you choose. Each of these Celestial Knights attack the nearest enemy once, dealing 4d10 points of Light damage and 5d6 points of slashing damage.
  • Shadow of Vengeance -- Your Aura darkens sinisterly, charging the power of the Darkness within. You strike out at all enemies within a 60 ft. radius, dealing 2d10 per caster level (maximum 40) Darkness damage.
  • Sinful Veil -- Your Aura darkens and surrounds enemies within a 30 ft. radius, draining 3d6 points of Constitution from each enemy and healing for 5 points of damage for each point of Constitution drained.
  • Wrath of Darkness -- Your Aura quakes around you, granting you a +4 to Strength, Constitution, and Wisdom for the next 3 rounds.
  • Twilight's Embrace -- Your Aura stabs at the air, creating a sense of dread in all enemies within a 40 ft. radius. Each enemy must make a Will save or become panicked for 2d6 rounds.
  • Chill of the Night -- Your Aura reaches into the sky and strikes at the moon, causing freezing waves to reverberate through the air, dealing 6d12 points of Cold damage.
  • Alluring Scape -- Your Aura calms and flows around enemies within a 30 ft. radius. Each enemy must make a Will save or fall pray to the illusion and die.
  • Children of the Moon -- Your Aura swirls through the air, creating 1d10 Lunar Warriors in a 30 ft. radius at locations you choose. Each of these Lunar Warriors attack the nearest enemy once, dealing 4d10 points of Darkness damage and 5d6 points of piercing damage.
  • Preservation of Balance

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