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[Skraag] Branko Callas

Kostadim

Lord of Altera
Patron
Kostadim
Kostadim
Patron

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Minecraft name: Kostadim
Character name: Branko Callas
Link to normal character profile: {x}

Patron
: Skraag
Overall Tier: Tier 5
Spell Points: 8 per day.

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TIER ONE SPELLS
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NECROMANCY I
Tier
: 1
Action: Prayer, the ritual of blood around the remains, and the offering of flesh or bone.
Cost: 1 SP
Duration: One week.
Spell: The caster encircles the remains of a creature up to the size of a mid sized dog (<50 pounds) with blood, and upon an offering, returns it to life for a duration of time. This creature will follow the caster like a lost puppy, seem a little too needy for attention, and eagerly eat raw meats without needing to be directed. Directing them to do anything else takes full concentration, the caster doesn't get to act simultaneously and must be within sight. These creatures are weaker, undead versions of their living counterparts, and should the head be severed it falls limp (and if the head is destroyed/brain stabbed, it dies). All creatures at this rank have the equivalent of one success in all contested actions (i.e you need to beat 1 to beat it).

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DEPOSE
Tier
: 1
Action: Touch, must maintain unbroken contact for five minutes.
Cost: 2 SP
Duration: Permanent.
Spell: The caster blesses a corpse which will rise as a weak mindless undead under the sway of Skraag within five minutes of the spell competion. It is hostile to all living things, including the one who raised it, the soul which once inhabited no longer present, in essence becoming a Zombie. This can be cast within the wards. It can be played by the caster but it should be kept in mind they are slow, weak, and likely easy to cut down.
Note: Should this spell be cast upon a Vyre with Repose on their body, it will remove the effects of it after the five minute cast. Repose can also be cast over with Depose.

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CURSE OF ROT
Tier
: 1
Action: Prayer, and the offering of some part of the target: Flesh, Blood, Bone.
Cost: 2 SP
Duration: One day.
Spell: The caster curses an individual with rot, one of their hands beginning to rapidly decay over the span of a day before it abruptly returns to normal. This is an agonising process, and it renders them unable to use the hand to any real ability without sections of flesh peeling off. It does not bleed, but oozes dark ichor, the veins blackening up into the forearm. Once the duration is over, their hand returns to normal over the span of minutes, with no further effects but, should the target want it, a fever.

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SWARM
Tier
: 1
Action: Prayer, and touch of the ground.
Cost: 1 SP
Duration: One hour.
Spell: The caster kneels and presses a hand to the ground, summoning a small cluster of locusts and other insects that eat away at any flora in a five block radius for one hour, leaving the land barren. Any living creatures in the area, including people, will find they get bitten and harassed. These bites are irritating, and not lethal nor poisonous.

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TIER TWO SPELLS
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NECROMANCY II
Tier
: 2
Action: Prayer, the ritual blood circle around the remains, and the offering of flesh or bone.
Cost: 4 SP
Duration: Permanent until destroyed.
Spell: The caster offers flesh and brings back any creature up to the size of a large wolf (<250 pounds). They can be commanded to follow, stay put, or carry something up to 50lbs, but any combat follows a different set of rules. Directing them to do anything takes full concentration, the caster doesn't get to act simultaneously, and must be within sight. These creatures are weaker, undead versions of their living counterparts, and should the head be severed it falls limp (and if the head is destroyed/brain stabbed, it dies). All creatures at this rank have the equivalent of two successes in all contested actions (i.e you need to beat 2 to beat it).

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MIRE OF THE NECROMANCER
Tier
: 2
Action: Prayer and touch for 30 minutes.
Cost: 3 SP
Duration: Permanent, until another location is created.
Spell: With a kneel and verbal prayer, over half an hour the Blessed curses an area of land over a 15 block radius, slowly warping it into a boggy marsh. This area will make those in its radius feel anxious and fearful unless they are Blessed of Skraag, and it will be an active breeding ground for insects and disease. The waters and rotting matter will sicken those who ingest it.
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).

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FEAR
Tier
: 2
Action: Prayer, and the consuming of blood of the target.
Cost: 2 SP
Duration: One day.
Spell: The caster curses their target with fear upon consuming even a drop of their blood and uttering a prayer. This fear manifests over the next 30 minutes, not applying instantly, but becomes gradually worse and lasts for the rest of the day. They imagine all of their worst fears, unable to shake the sensation that any moment something is going to happen, be it attacked by an animal they fear most or lose a loved one. They hallucinate, though the degree of this is up to the player, and they find themselves marked with a black skeletal hand print upon their chest that feels heavy and cold until the spell ends.

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GLIMPSE OF IMMORTALITY
Tier
: 2
Action: Ten minutes of prayer and anointing with the blood of a sentient creature.
Cost: 2 SP
Duration: Permanent.
Spell: The blessed leaves a black skull marking the size of a palm upon the body of a willing target, branding them with a glimpse of immortality. For one week the target will be cursed with ‘unlife’, having no need to eat, drink, or sleep, but also find they feel no warmth and less sensation. In turn find that they will not physically age for the next year. This can stack up to five times, but each time will require a week of ‘unlife’.

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TIER THREE SPELLS
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SOULSWAP
Tier
: 3
Action: Prayer, and the ritual described.
Cost: 3SP
Duration: 5 hours.
Spell: The caster marks the body of a Zombie with a smear of their own blood, forming a bond between the two. Once per day the caster may leave their own body forcing it to be unresponsive and seemingly in deep sleep, and inhabit the marked target for a maximum of five hours. Whilst in this state, they view the world through hues of red, their eyes becoming clouded over with a crimson film. They are able to control the body of the Zombie they inhabit, moving and interacting with things as a normal sentient being, but limited with decomposition and a degree of weakness. If the marked target is killed, the soul of the caster is pulled back into their original body over a span of ten minutes, their bodies aching terribly for the next hour.
Note: This spell can be cancelled at any time in advance, leaving the Zombie to aimlessly wander as normal, but can be re-inhabited the next day unless no longer animated.

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NECROMANCY III
Tier
: 3
Action: Prayer, and the blood of a sentient being smeared upon the remains.
Cost: 5SP
Duration: Permanent until the spell is broken.
Spell: The caster marks a fallen humanoid corpse with blood from something sentient, and instills in it the power of Skraag. Within ten minutes, the corpse awakens, with the sentience and memory they had pre-death, though the details of their death are unclear. Wounds feel as real as if they were living for the initial hour until the memory of pain fades, but they will not bleed much as their hearts do not bleed, and they cannot be healed unless by Skraag spells that specialise in knitting undead flesh back together. The only way to kill them in this state is by damaging the brain, and they appear as a Ghoul with the state of decomposition up to the player though they will always be at least 'very pale' and cold to the touch. They may have optionally glowing green eyes (fully green, no whites to the eyes).This can be used on player characters or NPCs, though a DM may be required if they are event NPCs.
Note: An individual who no longer wishes to be 'undead' may force their soul into the river of souls to await true revival, the body crumbling to dust behind them and leaving it unable to be animated again.

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ACOLYTE OF UNDEATH
Tier
: 3
Action: Ten minutes of ritual prayer with blood anointed upon the target.
Cost: 4SP
Duration: Permanent until the links are broken.
Spell: The caster imparts upon their target a physical stasis, a band of dark green marking around each wrist like tattooing. So long as both these links are unbroken, their body will never age nor grow, remaining as it was upon the spell being cast. It also will never heal, and any wounds sustained must be healed through magical means such as Formistry or [UNHALLOWED FLESH]. They are also immune to all mundane diseases, poison and ailments, and no longer require food, drink, nor sleep. This includes blood for Vyres. They are classed as a Lich, a state of undeath but not a type easily removed from spells of other deities. Note: The spell is broken if the links are, and they can be cut through by simply cutting into the flesh over the band, or even the more drastic removal of the hand above the marking. Only two individuals may have this active upon them at a time.

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UNHALLOWED FLESH
Tier
: 3
Action: Touch for five minutes.
Cost: 3 SP
Duration: Permanent.
Spell: The blessed is able to heal deep gouges, broken bones, and wounds of the undead, sealing them up as if they are sewn together. One cast of the spell will heal any minor scratches and burns, as well as one deeper wound (stab wounds, long gouges, broken bone, etc). This will not re-grow limbs or parts beyond repair (destroyed eyes, brains, hearts, etc) though most undead do not require sight and so on to continue un-living. It will restore rotting flesh to a state more intact, though will never restore them to be unrotten completely. Magical means are still able to be used to regrow parts of the undead beyond this spell. It will not restore sight if the eyes have been blinded.
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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.

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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.

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VISION
Action
: Touch, or the offering of an item thematic to the divine (holy symbol, coin, bone, letter, etc).
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.

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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 question, and receive a response. This is limited to once per OOC month and must be at an event in game to be given. This is only available to T3 and upwards.
Divine Request Thread: [ x ]

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DIVINE WORD
Action
: The prayer of, “[Divine], carry my words.”
Cost: 1SP per rank.
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.

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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.

Skraag; Feast of the Undead
Tableware, chalices and utensils form out of a dark green metal, detailed with skulls and dead trees, laid out on a deep red tablecloth that when pressed firmly, leaves blood upon the finger. Goblets of blood form to satiate any Vyre company, with platters of raw meats from no known source that are just as edible to them.
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BAPTISM
Action
: Prayer, an offering to the divine, and touch.
Cost: 3SP
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.

Skraag; Mark of the Wight
The offering disperses into a cloud of flies before vanishing entirely. A mark appears upon them as a dark green or black skull or a bloody smudge that can’t be wiped clean. Children who grow up with this mark may show traits of being a little peculiar, morbidly curious, and a little difficult to frighten. They do not get sickly with mundane illnesses, but don’t seem entirely healthy.
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Divine Artifacts / Trickets:

Name - Gaze of the Lich
Description - The skull of the attuned is the artifact itself. The skull itself has an exposed eye socket that allows them to see at all times as if they had an eye, but without the physical presence of one.
Abilities -
[Compel] Once per day they may compel any one Vyre to do their bidding for up to five minutes, providing they are in sight. After the spell wears off, the Vyre finds themselves sated and will not need to feed for the day, as if it were a deal of equal value. Cannot be used to harm themselves or to put themselves in harmful situations, or to divulge secrets. Does not work on any blessed of Jishrim, Skraag, or Visage.
[Vision] They are able to see as well as any Vyre in the dark, though can only see in shades of grey during that time.

NAME: Beyond Death
Description - A blackened Elven star pendant in the shape of Celtic patterns; in its center is a blood-red ruby that emits an eerie red light, a small feather engraved within its dimensions.
Abilities -
[Fear The Blood] If the attuned finds their heart stabbed through with a stake or other instrument, divine intervention manifests itself on their behalf. Their body decays rapidly, their flesh and skeleton disintegrating into dust before dispersing. Only their attire and equipment remain where a corpse once was. They then reform at the nearest shrine of the Wight, garbed in simple black clothing, with the stake removed and the wound that felled them healed. They feel a dull ache in their heart for a week afterwards, and recover from their death normally, as per Skraag's revival methods. This effect takes place only after a staking and has a month long cooldown once used. It will always restore a Vyre to their former state.

[Vision] The attuned can somewhat discern the emotions of those in sight, through a subtle coloured aura around their person. A green emanation means they feel envy, a black aura indicates they are fearful, whilst a red one indicates they are feel anger or hold aggressive intent. The source and specifics of the emotions are unknown to the blessed.

Name: Drain
Description: A small dulled blade of dark iron akin to a letter opener, with green hues.
Effect: Wherever this blade touches skin, it draws blood like a light cut but leaves behind no wound.



Spellbound Artifacts:

Name: Cloak of Power
Physical Description: A cloak which appears to be made of bronze fibers.
Ability: The cloak is remarkably durable, resistant to wear and as tough as a bear's pelt. It absorbs limitless thermal energy without being damaged, diffusing it into the environment over time, but does not extend that immunity to its wearer. If enough heat builds up, it will ignite flammable materials on contact, leaving burns despite feeling cold to the touch.

Name: Coin of Remembrance
Description: A rusty golden coin etched with the face of Karn Clawheart on one side, and a snowflake on the other.
Effect: It may be clasped by the item owner any time of the day and be given the striking memory of Karn Clawheart telling him; “Always remember my teachings, where you came from, and that it is within your will to carve your future.”

Name: Dark Sun Shield
Description: A tower shield painted black with a white sun upon the front.
Effect: All light in a radius of five blocks from the shield turns black and gives off half the light it should.

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Passives(s) or Sustained Effects:

|| 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 ||
Certain creatures recognize the Blessed of certain gods and behave differently than they would to other mortals, so long as hostility isn’t shown to them.
- Skraag: Mindless undead aren’t hostile to Skraag blessed.
- Jishrim: Spiders aren’t hostile and treat the Blessed as allies.
- Shalherana: Non-predatory wild animals aren’t bothered by the Blessed’s presence.

AESTHETICS
][ The eyes take on a ring of color about the pupil thematic to their Divine, intensifying in spellcasting or heightened emotional states.
][ The ends of their clothing take on the appearance of ragged strips and wisps of smoke, making them appear ethereal. If the clothing is removed, it is normal.
][ They become up to an inch taller and become more lean; their features grow gaunt and hollow and their bones are more pronounced, and wisps of green smoke occasionally seep from their mouth, from beneath their clothing, or from open wounds.
][ Black shadowy moths can be seen on or around their person. They can be dispersed at will, and made more prominent in certain situations as decided by the player.

QUIRKS
][ If they bite or scratch someone and draw blood, the wound will become infected and the blood appear blackened. The infection will cause some illness (the degree up to the player) but will not kill them.
][ They are able to audibly detect heartbeats within whisper range.
][ Superficial wounds that do not require stitches do not bleed nor fester, and they themselves become immune to infection, mundane disease, and poison.
][ They are able to make their face and/or hands more akin to a skeleton, with a faintly glowing light thematic to Skraag emanating from the mouth and eye sockets. This is not a constant effect, but one applied in set scenarios as decided by the player.

Tier One
|| SPIRITUAL WEAPON ||
By ritually praying over a weapon for one hour, the blessed may imbue it with some measure of the divine influence. The weapon will glow with the strength of torchlight in a color thematic to the divine, and intangible foes or foes that are otherwise immune or resistant to attacks from mundane weapons always take some amount of damage from successful attacks with it. Only one weapon may be imbued at a time. For bows, the effect applies to all arrows fired from it.


Tier Two
|| IMBUED WEAPONS ||
Any weapon wielded by the blessed is touched by their Divine, imbuing it with greater ability to smite their foes. This offers no additional mechanical effect beyond causing extra damage; it’s less significant than the weapon itself, but adds enough punch to be tangible. The fire does not ignite, the poison does not kill, etc. For creatures or summons with a set number of 'hits,' it counts as dealing an additional hit.
The following list are suggested themes, but you may go with anything that is thematically suitable for your Divine, and adjust colors appropriately.


Tier Three
|| AETHERSIGHT ||
The blessed can see the presence of magic as a faint aura outlining spells, artifacts, or similar magical items and effects. This aura appears purple for arcane spells, and white for divine spells. They gain a bonus die on rolls to discern illusions, and have no penalty on awareness checks to detect invisible foes.


Tier Four

|| 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.


[ Reaper's Tax ]

Branko suffers a random revival ailment; roll with 4d6. Any physical damage caused by this lasts for one OOC week before Eternal has any effect on it. Whenever he kills someone and they revive, he rolls for another random revival ailment in the same manner.


[ Stormlord's Wrath ]

Lightning is drawn to him like an iron rod. In any DMed event while outside and in a thunderstorm, notify the DM of this effect and that his getting struck by lightning is a possibility at their discretion. Additionally, any rolls he makes to avoid getting struck by environmental lightning are done at disadvantage.

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Oaths

Oath of Servitude - A promise from Branko to serve Skraag for eternity, until the end of time.

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Current Divine Status:
Destruction.

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