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[Shalherana] Daeron Eldrin - T5

Jstar

Exitus acta probat
Lore Staff
Good
Staff
JstarGames
JstarGames
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:hibiscus:
ღೋ ═══════╗






DAERON ELDRIN

"I do not love the sword for its sharpness, nor the arrow for its swiftness, nor the warrior for his glory. I love only what they defend."

╚═══════ ೋღ
:hibiscus:
ღೋ ═══════╝


IG NAME: JstarGames
CHARACTER: Daeron Eldrin-Hawklight
PROFILE: { Link }
PREVIOUS LOG: { Link }

PATRON: Shalherana

TIER: Tier 5

SPELL POINTS: 10 SP

ARTIFACTS:
NAME: Hand of the Allmother
DESCRIPTION: A right-handed gauntlet, made of the finest tempered steel with intricate patterns of vines and flowers inlaid into the metalwork, made of a silver metal themselves. Runic glyphs of an ancient language are also part of this iconography. A single emerald is set into the gauntlet, right under where the back of the wearer's hand would be.
PASSIVE: The wearer cannot be separated from this gauntlet by the actions of any force, divine or magical, other than that of their own patron. They can elect to take it off themselves as normal, but cannot be influenced to do so (e.g. no illusion or mental manipulation allows for such). It is also impossible to cut the hand that wears it off, divine intervention preventing such in a flash of brilliant emerald light.
[ABILITY: Valley of the Vengeful]: Once per day, the caster is able to grasp a target and pull them and themselves into a place of vengeance, with willing targets having a brief sense of calm but unwilling targets feeling the grasp as if it burns. For one IC hour (or more if both agree OOC) the target and caster find themselves within an open area akin to a grove, their bodies vanishing in a burst of emerald light and a scattering of white petals from wherever they were. The area around them is an impenetrable ring of foliage, with light to illuminate from above, though this area can take on a foreboding or peaceful atmosphere, darker or lighter, though never enough to hinder visibility. An unwilling target will feel uneasy, recalling their crimes and grudges, whilst willing ones find comfort in speaking through their troubles, a sense of peace. When the effect ends, they both arrive back from whatever location they left originally. The caster may end this effect earlier than the duration if desired. The only way to escape is to kill the caster.
[ABILITY: Preserve the Lost]: Once per day the caster may seek to preserve an injured individual, by maintaining touch for three rounds/30 seconds. Once this time has elapsed without pause, the target falls into a deep slumber, a cocoon of crystallised emerald light covering their body and preventing any further injury, as well as the body being moved or tampered with by any means. Over the duration of 1-3 days, at the discretion of the player (One day OOC minimum) the body will restore in full, healing all wounds to the point of being only stitched surface wounds, which host a silvery thread for their stitch work. This will restore blood loss, cleanse wounds, heal burns, treat internal damage, and fix broken bones over the duration. Missing limbs will still be missing, but the wound will be healed over. When the spell is complete, the emerald coating will fade and disperse into the air around them, before they wake.
ATTUNED TO: Daeron Eldrin / JstarGames


TRINKETS:
Name: Book of the Begrudged
Description: A medium sized book of grudges, bound in living white birch wood, with the holy symbol of Shalherana pressed into the front cover in an emerald green ink.
Ability: As an action, the holder can summon the book to their open hand or banish it to a holy site of Shalherana, of their choosing. Upon its summoning, a feather quill materialises with it, that can write exclusively into the pages of the book, in teal blue ink and it can do so even without being dipped in an inkwell. It never runs out of pages, growing more should the need arise, though it takes a day to grow even a single page. The tome can only be opened by people who are amongst Shalherana's faithful.
Item Holder: Daeron Eldrin


Name: Tree of Shalherana
Physical Description: A large Birch tree with glowing fruits located in the center of Blackstone's Cathedral.
Ability: (Passive only)
Positive modifier in contacting Shalherana (Depends on the impact of Divines in the world)
May ward off Corruption within a subtle radius of 300 blocks
Item Holder: While not directly attuned to him, the Tree is under his personal care/protection

Name: Sigil of Shalherana
Physical Description: A remarkably beautiful yet eerie yellow rose. The rose rarely blooms, staying in an apparent state of hibernation.
Ability:
The flower blooms when it senses Corruption around a range of 20 blocks. If the threat abates, the flower goes back into its state of hibernation.
The flower requires neither sunlight nor nutrients to sustain life; it continually lives no matter its conditions.
Item Holder: Daeron Eldrin, not always carried.

Name: Ring of Vengeance
Description: A simple golden band, worn from age.
Effect: The holder is possessed by a single, all-consuming desire for revenge while they wear the ring.
Item Holder: Daeron Eldrin, not always worn.

Name: Survival Knife
Description: A small knife with an ivory hilt. The hilt conforms to the shape of the wielder's hand.
Effect: The knife is able to transform in shape to various handheld, bladed tools. It can be no larger than about eight inches in blade length. It can be a butcher's knife, a sickle, a serrated knife, etcetera.
Item Holder: Daeron Eldrin.


PASSIVES:
|| PROVIDENCE ||
The blessed’s soul is warded by their faith in their Divine. If something tries to possess them, or they’re targeted by an effect that is functionally identical to possession, the blessed may roll a d6 save to resist it. If they roll their tier or lower on the d6, the possession fails and has no effect. They are additionally fully immune to any attempts to lay claim to their soul (in terms of it being trapped, imprisoned, or otherwise by some entity. (This is not expected to come up much in RP, but exists for flavor). For curses or afflictions like Vyrism or Spiritblessed, they may resist it outright or optionally roll a possession save against it.

|| NATURAL ALLIES ||
Non-predatory wild animals aren’t bothered by the Blessed’s presence.

|| TIER ONE ||
※ The eyes take on a ring of color about the pupil thematic to their Divine, intensifying in spellcasting or heightened emotional states.
※ By resting their hand for several seconds upon any superficial wound that does not require stitches, be it on themselves or another, they can will it to heal over with a white scar or none at all.
Blessed Form - The blessed’s patron grants some form of enhancement to their body directly. This can be taken multiple times, but only once for each skill. Fortitude, Determination, and Awareness are universally available, and certain gods offer other options - Medicine

|| TIER TWO ||
※ Divine markings thematic to their divine form (in color as well as design) upon the body. This can be as simple as bands around the wrists, or an entire intricate design across the back, left up to the player.
※ They are able to summon some basic healing supplies from the air around them, with them dispersing after use (needle and thread, bowl of clean water, cloth.)
Martyr - By placing hands to either side of a recent injury and focusing/channeling for a minute the blessed may remove an injury from another and take it upon themselves instead, making their body whole at the cost of their own. This does not replace lost limbs or body parts; it’ll stem the bleeding, but at cost of opening a similarly grievous wound upon the blessed’s limb. It doesn’t apply to conditions like being poisoned, only flesh wounds, and the target must be living for this to work.

|| TIER THREE ||
※ Their fingers or hands glow a soft white in certain scenarios, be it healing another, spellcasting, or trying to soothe another.
※ Their body prevents or recovers from certain afflictions near-instantly; mundane disease, infection, and poison don't have any effect on them.
Creature of Spirit and Blood - There are moments where the blessed seems to follow less the conventions of an existence of flesh and blood, and more those of a creature of the Divine. They gain a DC 5 armor save against non-magical attacks. This is superseded by any physical armor they have and does not stack, but it does apply unmitigated if the physical armor is reduced to be less effective against it. This does not apply against spells, attacks from magical items, artifacts, and creatures, or against weapons made of materials that are particularly magical; any expert-grade (purple) material that’s notably magical ignores it. It applies only to attacks from mundane materials and creatures.

|| TIER FOUR ||
※They appear more graceful and elegant, seeming to be up to an inch taller with their posture. Their skin and hair are both soft and healthy, with hair optionally becoming either entirely white or gaining a streak. The hair can remain normal if desired.
※ They are able to touch or gently blow upon flowers and plants to will them to bloom and return to full health.
Eternal - The blessed’s injuries heal at an unnatural rate and in unnatural ways. Nonlethal injuries tend to heal fully within one day OOC, and particularly severe injuries may take several. Any full limbs the blessed loses regrow fully over the course of a week; extremities may take a few days. If the blessed is slain, they may opt to repair and regrow where they fell and revive after 48 hours instead of going through standard revival methods, though they do not revive fully healed and their injuries will continue to heal at the rate mentioned above. Any healing done by this effect leaves scars where the original injury was.

|| EXALT ||
※ Grudgekeeper
- Those who Daeron views as an enemy, recorded as such within his book of grudges, come to view him as a slightly eerie figure. For as long as these people can physically see him, they feel a little unsettled with some slight goosebumps. This has no actual effect on their capabilities, but it is certainly unnerving.


MARK OF THE EXALT: Three vines per side of the head, marked by pure white colouration, exit the Exalt's hairline to snake out across their temples, ending just shy of their forehead proper. Amongst the vines, much smaller and visible only from close-up, are small flowers of white and green colouration.

STATUS: A new dawn, a new path.

UNIVERSAL

PURIFY
Action: Prayer and the holding of a container of water.
Cost: 1SP
Duration: One day.
Spell: The caster blesses the equivalent to one cup’s worth of water and changes it’s qualities. It must remain in a container, and contact with said container must be held for at least ten seconds to fully turn its contents. The contents may be poured into another container but will turn back into water the next day. This cannot be stockpiled, for any liquid will revert back after the duration. The following can be made by any Blessed:

Holy Water: Undead, Vyres, Mages, and Heretics (those who worship something not of the Pantheon) are burnt by this water like it has the same properties of boiling water. It causes nasty burns, but these burns will heal over the span of three days and leave behind no markings, not can the burns become infected. If consumed by any individual not those it burns, it eases and heals: headaches, minor bruises, stomach upsets, scratches.
Lifeblood: This blood can be used to satisfy any Vyre as sustenance, tasting wonderful and lightening their mood. This blood does not burn anyone, not holding the same properties as Holy Water. A small circle made of this liquid has been known to ward away supernatural entities such as ghosts/wraiths for a limited time, as if the blood itself reminds them of the living. It can be smelt as normal blood would be, and may trigger Feral Vyres in the same manner.
Divine Oil: This oil cannot be used to harm another, but it becomes scented and ideal for the use of anointing in ceremonies. If the container is lit, it will burn for one day as a small fire with hues thematic to the specific divine (up to the player), though will extinguish if removed from the container and return to water.

ILLUMINATE
Action
: An uttering of; “[Divine], let them hear me.”
Cost: 1SP
Duration: Five minutes.
Spell: A halo of light forms behind the caster’s head, the colour thematic to their deity. For up to five minutes, those in RP chat range will be able to hear them clearly (providing they are not behind a wall or so on) and consider them paying attention to. They may instil a faint sense of Calm, Fear, or Courage within the audience.
Note: Should a higher tier blessed cast this spell in the same radius, it will over-ride the lower one.

VISION
Action
: Prayer and touch of the target.
Cost: 1SP
Duration: One minute.
Spell: By touching the target or offering an item, the caster wills the scene of something vaguely thematic to their divine in the mind of another, though it is not distracting enough to hinder them in combat or tense situations. With enough focus, the target can try to tune it out, but it cannot be entirely ignored. Can only be used on the same target once per day.

DIVINATION
Action
: Prayer, and ritual/offering themed to the Divine.
Cost: 3SP
Duration: As long as it takes to ask a question and receive an answer.
Spell: With a ritual based around their chosen divine(such as lighting candles or incense, giving an offering, etc), a blessed may ask a single simple question - And are given a sign of some kind in return. This is limited to once per OOC month and must be at an event in game to be given. At the lowest tier, it can be very vague and the response may not be given, verbal, or clear that one was granted at all. As the blessed grows higher in tier, the responses may become clearer.


DIVINE WORD
Divine: Universal
Action: The prayer of, “[Divine], carry my words.”
Cost: 1SP
Duration: Must be asked and answered in the same day.
Spell: The caster is able to send a word or sentence depending on the rank it is used, which become available as your rank higher in divine tier. It can travel any distance, and the target will hear it spoken in their mind with the voice of the caster. The caster must know their target in some manner, be it name, face, or alias, the spell will work based on intention for who it is for and cannot be accidentally sent to another. This is a universal language, heard and understood by each as clearly as their native tongue.
Rank I - T1
The caster can send one single word to their target. They cannot be given a word in response.
Rank II - T2
The caster can send up to ten words to their target, and they can hear a response of up to as many in response.
Rank III - T3
The caster can send a far more cohesive message, and they can hear one in return. The word limit here is one single PM, so whatever you can fit into that box.

FEAST OF THE GODS
Action
: Prayer. They must keep their hands on the location on which to summon it for one minute.
Cost: 1-3SP
Duration: One hour.
Spell: The caster summons forth a platter of food that can feed up to three people. It can be cast upon an existing surface (table, for example), or the floor. Eating divine food will restore some energy, ease minor pain, and give a sense of warmth and comfort from the divine in question. Once the spell ends, everything flickers away.
This spell can be cast at 1SP per person, up to three.

Shalherana; Feast of the Roots
Simple piece of pottery form the tableware, and the utensils and cups form from birch wood. The tablecloth appears as a thin layer of moss with small flowers. Everything served here is herbal and not a trace of any animal. Herbal tea or water is served.


BAPTISM
Action: Prayer, an offering to the divine, and touch.
Cost: 1SP
Duration: Permanent.
Spell: The caster offers something thematic to their divine (an animal, a corpse, golden goblet, sword, etc - It should be notable) and prays whilst marking a symbol upon an infant anywhere from newborn to three years old. This marking can be in water, ash, blood, etc. and does not denote where a marking (no bigger than an inch long/wide) will form. The marking location is at the choice of the parents OOC, and whilst most markings will be replaced by another, it is possible for a secondary mark to be present as a 'birthmark' only (in the cases of two parents of different faiths). Clarify with Divine staff if it is applicable.
Note: This can be cast on a pregnant mother instead, in which the child will be born with the marking already applied, automatically applying to both twins/triplets if applicable.

Shalherana; Mark of the Allmother
The offering disperses into a cloud of white and green leaves and petals, scattering around the area for a time before vanishing entirely. A mark appears upon them as a soft white shape resembling a butterfly, flower, or feather. Children who grow up with this mark may show traits of being a little kinder, more thoughtful. Some tend to show interest in gardening or botany, occasionally finding a small white flower on their person.


STEED
Divine: Universal
Tier: 2
Action: Uninterrupted prayer lasting one minute
Cost: 2SP
Duration: 24 hours
Spell: The blessed summons a mount thematic to their divine. For all intents and purposes it functions as a well-trained horse, with no additional abilities or unusual movements, and no particular utility other than for getting around. It can only be summoned outside, or in a place otherwise open enough for it to be readily ridden around.
Note: Takes the form of a stag.

ANGELIC
Divine
: Universal
Tier: 4
Action: Prayer
Cost: 3SP
Duration: 1 hour
Spell: Wings thematic to the caster’s deity sprout from their back over the course of a turn, granting them the ability to fly at the pace of a full sprint. The wings are large, about six meters from tip to tip, and while they can be folded up against the caster’s body they can’t be used at all indoors or in confined spaces. Clothing and armor does not interfere with the growth or function of the wings; while otherwise physical and prone to damage and injury, they seem to phase through the caster’s worn garments without issue.


TIER I

HEALING HAND I
Divine: Shalherana.
Tier: 1
Action: Prayer and Touch - Continued holding of the wound for five minutes.
Cost: 0 SP
Duration: Permanent.
Spell: The caster is able to hold their hands over any shallow wound and seal it closed. The area will remain sensitive, and will re-open if the area is pulled in some way. Once healed, it leaves a small white scar behind. The caster must keep their hand upon it until the spell concludes.
Note: This spell does not cleanse the wound. That must be done separately.

GROWTH
Divine
: Shalherana.
Tier: 1
Action: Prayer.
Cost: 0 SP
Duration: Permanent.
Spell: The caster takes a seed, blessing it with a soft prayer, and upon being planted grows it at a faster rate in any condition, the plant sustaining itself in hot or cold environments even if it would not usually grow there. Plants grown as a result of this spell will be healthy and provide fruits or flowers as if they were in the perfect habitat, though will not survive if they are uprooted. There are different rates of growth depending on the size:
Small - One OOC hour. This is for any flower or plant smaller than those described in the 'Medium' definition.
Medium - One OOC day for full growth. This is the average great fern or fruit bearing bush, including sections of grapes on vines or so on.
Large - One OOC week for full growth. This is the size of the average tree, those bearing fruits for example. Ask Divine Staff about growing something larger.

SHIELD OF THORNS
Divine
: Shalherana.
Tier: 1
Action: Prayer and the brief touching of the ground.
Cost: 1 SP
Duration: 30 minutes.
Spell: The caster wills a section of thorny vines to grow from the ground to protect them or another, like a shield that lashes out up to two blocks in any direction of it, at any who come too close. It inflicts scratches and light wounds from irritating thorns and only works on those who are feeling hurtful or violent. Can be cut down or burnt. They crumble away after the spell duration. Targets may roll a relevant physical check against the caster's AoE DC to resist this effect.
Note: The section of vines takes up one block, but is able to reach any in two blocks of it, any direction.

PEACE OF MIND
Divine
: Shalherana.
Tier: 1
Action: Prayer.
Cost: 1 SP
Duration: 15 minutes.
Spell: The caster wills an area of a ten block radius into a peaceful calm, quelling any violence unless it is considered murderous extremes. The area gains a soft breeze and a comforting presence. Any targets that are affected by a spell that incites madness or violence may reroll their save against that effect.


TIER II

HEALING HAND II
Divine: Shalherana.
Tier: 2
Action: Prayer and Touch - Continued holding of the wound for five minutes.
Cost: 1 SP
Duration: Permanent.
Spell: The caster places their hands over any deep wound and wills it closed, stitches of pure white thread moving through the skin to close it with the same sensation as needle and thread. The wound seals over, but these stitches can be pulled and the area remains sensitive as it heals in full over the next day. Once it heals, it leaves a white scar behind, the stitches naturally fading away over time. This rank of the spell also cleanses the wound.
Note: This can be used over burns the size of a hand or less, stitching over the area to protect it and heal accordingly.

SOOTHE
Divine
: Shalherana.
Tier: 2
Action: Touch.
Cost: 1 SP
Duration: One hour.
Spell: The caster holds their hand over the heart of their target, and soothes all pain felt to a dull ache. The target becomes drowsy and a little hazy, too tired to fight or do much actively, though is capable of speech. They feel somewhat pleasant and content but not fully cognizant similar to the effects of morphine. The pain slowly returns if applicable after the hour duration. Cannot be used in combat.

TRANQUIL SHADE
Divine
: Shalherana.
Tier: 2
Action: Prayer and touch for 30 minutes.
Cost: 1 SP
Duration: Permanent, until another location is created.
Spell: With a kneel and verbal prayer, over half an hour the blessed wills a grove to form in a 15 block radius. It will become a grove of nature and plant life with a birch tree of Shalherana, bearing fruit or flowers suitable to the local climate. Those within the area feel calmed by nature and safe, any hostile animals (bestiary creatures such as Wendigos are at DM discretion) in the area leaving them alone as they rest. Pleasant creatures such as birds linger near the tree often. Should this be cast again elsewhere, the old one fades.
Note: You can build this yourself or ask another for help in doing so. This can be removed if placed in a place that conflicts or offends another divine, by a blessed member of said divine. (i.e placing a Jishrim variant in a Shalherana grove).

GARDEN OF VINES
Divine
: Shalherana.
Tier: 2
Action: Prayer & Touch
Cost: 1 SP
Duration: 10 second growth time, one minute effect.
Spell: The caster puts forth their hand to touch a stone, wooden or earthen surface. In a 4x4space, with the touch point of the casting process as the epicentre, a circle of living vines emerges. These vines protect the user and their perceived allies up to a distance of two blocks, lashing out akin to a whip against foes. Susceptible to fire and cutting. If the caster leaves the inside of the circle the spell ends prematurely. Targets may roll a relevant physical check against the caster's AoE DC to resist this effect.


TIER III

SAVING GRACE
Divine: Shalherana.
Tier: 3
Action: Prayer and maintained touch of 30 seconds at the wound.
Cost: 2 SP
Duration: 30 second cast time, permanent effect.
Spell: Upon a soft prayer, the caster holds their hands firmly over the area that requires urgent healing, and a soft light forms over 30 seconds. This light will enter any fatal/severe wound to begin to repair it from within, including damage to internal organs if there is a direct route (such as an entry wound). The focus of healing is on the insides, which feel akin to being knitted together and can be quite painful, but once the light begins bleeding stops and infection is cleansed. Once the spell is complete (taking about five minutes), a neatly stitched surface wound of white thread forms over the area and the light fades. This surface wound can be opened if the recipient pulls the stitches, but otherwise it will heal completely and the stitches fade over 3 OOC days, leaving behind a simple white/normal scar. This spell does not replace lost blood, but broken or fractured bones can be repaired if there is access for the light to reach them, much the same process as damaged innards.

LIFEBLOOD
Divine
: Shalherana.
Tier: 3
Action: Prayer & Touch.
Cost: 2 SP
Duration: Five minutes to cast, permanent effect.
Spell: The caster prays over a vessel of water amounting to at least one pint, and over the span of five minutes it begins to glow and shimmer, cleansed of all impurities. Upon cutting one of their own palms, they may hold this over an open wound on a target, and blood around the area seeps back into the skin as the spell takes hold. Over the duration of ten minutes per unit of blood required, the caster can hold their other hand in the glowing water to effectively funnel it through their own body and into the target to restore bloodloss. The blood automatically matches the target upon entering their body, and both caster and target will feel somewhat lightheaded and sluggish for the next hour. The water, if unused, will return to normal within a day though holds nothing special if drank other than tasting refreshing.

ETERNAL SLUMBER
Divine
: Shalherana.
Tier: 3
Action: Touch for one minute.
Cost: 2 SP
Duration: As long as required.
Spell: The caster rests their hands upon the chest of their target, and with a sense of growing peace and calm the target becomes tired enough they fall asleep. Once in this sleep they are unable to wake from it, falling into a sort of stasis that preserves the body exactly how it was when the spell took place (the end of the minute duration), with open wounds no longer bleeding and sickness no longer spreading. They do not appear to breathe, have no pulse, but seem to be in a peaceful sleep all the same. They can be kept in this state for up to one OOC week at most, being woken by the caster or any higher tier blessed of the same faith by placing a hand upon their head and willing them to stir. Cannot be used in combat, the target must be somewhat willing (stubborn patients are fine, someone fleeing from you is not). Wounds can be healed on the target, and blood restored.

NATURE'S SHIELD
Divine
: Shalherana.
Tier: 3
Action: Brief prayer.
Cost: 2 SP
Duration: Immediate.
Spell: With an uttered prayer, the blessed may bring up their hands to an incoming blow and protect anyone within three blocks with a shield of holy light. This spell can protect from up to three attacks, including attempts to reach through it, and remains until it is hit three times or the caster lowers their hands. Does not work on things of extreme force, such as cannonfire, toppling buildings, or giant entities.


TIER IV

BANE OF THE WICKED
Divine: Shalherana.
Tier: 4
Action: Prayer and Touch.
Cost: 3 SP
Duration: One week.
Spell: The caster prays for vengeance and grabs a target to force them to realise their sins as a tangible sensation. The flesh where the grip was made reddens and burns for the spell duration like a painful rash, even if the grip was made over armour. For the week duration or until the death of either party, the caster will feel a pang in their chest alerting them to the vague presence of their target if they enter yell radius. The target will also suffer from various visions of their misdeeds and be denied the simple pleasures of life, unable to keep warm, unable to taste food or drink, the colours around them becoming greyscale. Plant life has the sting of nettles if they touch it, and any animals feel threatened and are more likely to avoid or attack them. The target may roll an opposed Soul+Determination check against the caster to resist this effect.

PURIFICATION
Divine
: Shalherana.
Tier: 4
Action: Prayer, and maintained touch for 30 minutes.
Cost: 3 SP
Duration: 30 minutes.
Spell: The caster, through ritual, forces any and all sickness from their target over thirty IC minutes. This can be any disease or affliction, be it mundane or magical, including things such as Skraag’s Touch or Ashen Blight. It forces a dark ichor from one wound that must be inflicted upon the target, until all the sickness is removed. Once outside the body it can be willing into any container by the caster, and the ‘exit’ wound sealed over. This is an uncomfortable process for the target, who will feel pain and shifting temperatures with feverish flashes.

RESTORATION
Divine
: Shalherana.
Tier: 4
Action: Prayer and touch for fifteen minutes.
Cost: 3 SP
Duration: Permanent.
Spell: The caster holds a hand firmly over or near the afflicted area and prays to Shalherana for the powers of restoration. Over the next fifteen minutes IC, the caster's hand will glow white and this light will seemingly sink into the flesh of the target, cleansing it of any infection and sealing over the wound with a white scar. Over time, the limb will regrow but remain incredibly fragile and not fully functional until complete (skin can be pierced with relative ease, limbs are slower and weaker, etc). The skin will lack pigment, and some sections are partially transparent showing glowing teal veins below. Once the limb is grown in full, it will take another few days for it to return to its usual pallor and the veins to return to normal. A white scar will remain around the area where the limb regrew from. This spell works for only one limb per cast.
Arms/Legs: They will grow slowly as if being gradually revealed from the torso outward over a duration of four weeks OOC.
Hands/Feet/Eyes: They will slowly grow back over a period of one week OOC, being of no use (blind, no grip, etc) until fully restored.
Extremities (fingers, tongue, etc): Over three days OOC they will regrow, being of no use until fully restored.

GENESIS
Divine
: Shalherana.
Tier: 4
Action: Prayer
Cost: 3 SP
Duration: One hour.
Spell: The caster blesses themselves with the powers of Shalherana for the next hour IC, warding them against one fatal injury in this time and lessening blood loss to being half its usual rate. When the caster suffers this injury, a force of green and white light erupts from the wound and lightly sends both the attacker and caster back two steps(blocks) whilst also healing the wound in the process. This takes one round/10 seconds, and the one to have inflicted the wound will feel a pang of remorse, regret, for what they had tried to do. Decapitation is beyond the capabilities of this spell, as is immolation. Up to three non fatal wounds will heal once out of combat.
 
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Jstar

Exitus acta probat
Lore Staff
Good
Staff
JstarGames
JstarGames
Good
-|- Daeron awakens this morning feeling truly blessed. He has risen to T2.
 

Jstar

Exitus acta probat
Lore Staff
Good
Staff
JstarGames
JstarGames
Good
"Vengeance is a form of reciprocity in which each deed begets another. Each act of vengeance is a response to a previous wrong" - James T. Siegel

-|- All aspects relating to his faith have been changed and transfigured, his oaths broken and forged anew. More updates to come, in due course.
 

Jstar

Exitus acta probat
Lore Staff
Good
Staff
JstarGames
JstarGames
Good


I plant a seed and soon it grows
On taking firm roots,
Then come flowers and fruits.

I share knowledge that he not knows,
And lo, knowledge seeds and grows,
It spreads fair fragrance like a rose.


- Ascended to Tier Three
 

Jstar

Exitus acta probat
Lore Staff
Good
Staff
JstarGames
JstarGames
Good
Further updated to match the new profile format. The process of porting his six years worth of worship is taking a while, but I'll add that when it's done.
 

Jstar

Exitus acta probat
Lore Staff
Good
Staff
JstarGames
JstarGames
Good


Nature's first green is gold,
Her hardest hue to hold.
Her early leaf's a flower;

But only so an hour.

- Ascended to Tier IV
 

Retro

Lord of Altera
Patron
Retired Staff
Retro_hagrid
Retro_hagrid
Patron
welcome to the t4 gang :D

pfft.. I actually expected Jenette to be here first xD
 

Jstar

Exitus acta probat
Lore Staff
Good
Staff
JstarGames
JstarGames
Good
╔═══*.·:·.☽✧ ✧☾.·:·.*═══╗

Death is for the living
Only those lucky enough to see the next sunrise understand its full implications
It is final
It is merciful

It is forgotten

╚═══*.·:·.☽✧ ✧☾.·:·.*═══╝



- Ascended to Tier V
 
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Jstar

Exitus acta probat
Lore Staff
Good
Staff
JstarGames
JstarGames
Good


"My hands were molded by you to aid those around me and it is a task I devote myself to both heart and soul. I swear that I shall see Life returned and I give myself to this task freely. I will do whatever it takes, pay any cost. May my words be seen as an oath and covenant to this task and let my actions see you restored."

Oath of Life's Renewal - Fulfilled
 
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