AzureKnights
Hero
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"Upon the ledger writ, and to death returned. Lead us to find balance"
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In-Game Name: AzureKnights
Character Name: Raelur Fen'Shal [Link]
Divine Patron: The Grey Lady | Valiant (Secondary)
Divine Tier: Oracle [Tier 4]
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Exact penance upon the sinful with judgment clear and unclouded by emotion.
Beware the Soul Stealer, and cut down those dead that rise in his image.
Do what must be done to assure the safety of the Realms.
Respect the dead, and those who mourn their passing.
Hold true to thy given word.
Fester not thy body to disrepair.
Do not abandon diplomacy out of lust for war.
Defend those who cannot defend themselves.
Do not betray thy companions, people, or traditions.
Tremble not upon the field of battle, but always remember the better part of valor.
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Spell Points [SP]: 8
──Spell List──
───────────⋄Attributes⋄───────────
──Divine Passives──
[Aesthetic I] 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.
[Aesthetic II] The eyes take on a ring of color about the pupil thematic to their Divine, intensifying in spellcasting or heightened emotional states.
[Aesthetic IV] Frost appears upon their person in subtle ways, and their breath appears as a cold mist.
[Aesthetic III] A purple glow appears in areas of the body in times of heightened emotion, adrenaline, or during spell casting. This can be the eyes, the veins of the body, or the hands/fingertips.
[Quirk I] They are untouched by the cold and suffer no ill effects from it regardless of intensity; Chills are of no concern, frost is a pleasant day, and even wandering the tundra they can manage in a shirt. This applies to natural cold, as well as arcane and divine spells that cause it.
[Quirk II] They no longer need to sleep, finding themselves fully rested after only a few hours of doing something less intensive (reading, lounging, so on.)
[Quirk III] They are no longer negatively affected by the smells of death or decay; it still registers, but it does not bother them at all
[Quirk IV] A glance over a grave or tomb will provide them with a sense of if the remains are still within or not, at a range of six feet.
──Universal Passives──
[Inherent Passive: 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.
[Tier 1: 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 2: Imbued Weapon] 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.
[Tier 3: Resilience ] Allies within 5 blocks gain one step of advantage on saves against the effects of poison, disease, and other toxins.
[Tier 4: Anathema] Divine power courses in the vicinity of the blessed, scouring their non-mortal foes. Unnatural beings within five blocks that the caster is hostile to suffer as though the presence of the blessed is actively harming them, and tangibly suffer damage as such. The nature of this damage can be flavored to God; Ignis might feel like standing right against a fire and cause flesh to burn, etc. It deals about as much damage as ‘a solid but not grievous hit’ per turn; for summons or creatures with a set number of ‘hits,’ it deals the equivalent of two hits per turn. This affects extraplanar creatures such as figments and fiends, supernatural creatures such as ghosts, and magical or otherwise unnatural constructs such as undead, elementals, and summoned creatures. It does not apply any physical condition other than harm; it doesn’t physically ignite anything, etc.
──Artifacts──
Name: Veilbreaker
Description: A silver circlet, inlaid with a cut amethyst at the front and etched in Mok’yra runes along the back; “Guk Embrak Zik”.
Passive: The attuned is more emotionally resilient; situations that would normally evoke fear or anger do not affect them as much. (One step of advantage for Determination rolls.)
[Ability - Phantom Aspect]: Twice per day, the user is able to take one round/ten seconds to turn into mist and traverse the veil of life and death for a moment. They may take one round/ten seconds to move, after which they re-appear out of this veil and reform from the mist over a duration of two rounds/20 seconds anywhere within ten blocks from where they entered the veil. The user needs to be able to see where they intend to go, unable to pass through solid objects.
Name: Hand of Winter
Description: A steel gauntlet lined with fur. Atop the hand with inlaid silver is a snowflake pattern, the center of which is fitted with a purple gemstone surrounded by smaller, teal ones.
Passive: A cold aura emanates from the gauntlet in a 10 block radius, keeping those who are within the radius comfortably cool in hot environments.
[Ability - Sculpture]: Up to three times a day, the attuned is able to form ice imbued with divine power from the gauntlet. The ice can take any shape as long as there’s space for it and it doesn’t exceed a height and width of a block (1 cubic meter). The ice reverts into mist after an hour, or prior if the user wills it. Bearing the strength of refined steel, attacks made with summoned ice uses Soul + [Ranged/Melee/Grappling] depending on whether it is thrown or held to attack with.
Name: Sorrow Staff
Description: A quarterstaff made of steel that shines purple under light, at the edge of it sits a small lantern that when lit, emits a purple flame.
Effect: When the light from the flame is emitted, spirits within a 10 block radius find their emotions lowered, turned to a more neutral state.
──Trinkets──
Name: Death's Chill [Offered]
Description: A skull of light grey quartz, matching the size and proportions of the average human. Streaks of purple run throughout the material.
Effect: It is always cold to the touch, and exudes a cold chill within whisper range.
Name: Ribbon of the Dead
Description: A large red ribbon, giving off a soft shimmer from it's silky texture. It's held together with a small golden scale.
Effect: The ribbon is like a small beacon to spirits, a comfort of reassurance that the living will communicate with them, or even convey what they want. The wearer is able to hear whispers of spirits in a five block radius. This often makes the wearer a target by aggressive spirits.
Name: Frozen Flower [Offered]
Description: A crystal translucent flower of ice shaped to a rose.
Effect: This iced flower glimmers under bright light. The ice is cold to the touch and does not seem to melt.
Name: Amethyst Ring
Description: A silver ring with a marking of an hourglass upon the inside. A deep purple amethyst is set upon the band.
Effect: Will glow a lighter purple hue when undead are near (RP-Chat Range). Does not detect for Vyres.
Name: Essence of Archon [Offered]
Description: A small feather that can sit in the palm of a hand, colored pure white but always shifting with flickers and streaks of teal hues. It leaves a faint glowing trail through the air when moved, and can be willed to dim entirely or emit teal light at the strength of a candle.
Effect: Those clutching the feather may find their positive emotions heightened and that they are more prone to caring about things that were once considered 'beneath' them or too small to care for which can bring them moments of great joy.
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──Current Status──
Current Member: [Realmsguard]
Returning Member: [Ministry of the Grey Lady]
Returning Cultist: [Sect of the Grave-Ward]
Oath of Exile: For a time, he had chosen to quit the Ministry and depart from Linlea, swearing off from returning until all the Skraag effigies across the continent are destroyed, in the Lady’s name.
For Sword and Scale: As a member of the Realmsguard, he’s begun to immerse himself with the teachings and practices of Valiant, out of respect for his peers and to test if a relationship with the Grey Lady is possible.
──Habits──
Crafter: Has made use of his skills to produce anti-Vyre commodities and religious objects.
Learned: Studied both Vyres and Spirits through reading and lectures, aware of their abilities and how to counter a few.
#8D6994
#807DB3
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"Upon the ledger writ, and to death returned. Lead us to find balance"
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In-Game Name: AzureKnights
Character Name: Raelur Fen'Shal [Link]
Divine Patron: The Grey Lady | Valiant (Secondary)
Divine Tier: Oracle [Tier 4]
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Exact penance upon the sinful with judgment clear and unclouded by emotion.
Beware the Soul Stealer, and cut down those dead that rise in his image.
Do what must be done to assure the safety of the Realms.
Respect the dead, and those who mourn their passing.
Hold true to thy given word.
Fester not thy body to disrepair.
Do not abandon diplomacy out of lust for war.
Defend those who cannot defend themselves.
Do not betray thy companions, people, or traditions.
Tremble not upon the field of battle, but always remember the better part of valor.
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Spell Points [SP]: 8
──Spell List──
REPOSE
Action: Prayer and Touch, with the offering of something that once belonged to the individual.
Cost: 0SP
Duration: One week.
Spell: The caster blesses either a living individual or the corpse of someone who has died within the last two weeks, placing a light grey hand-print upon their chest that lasts for the duration stated. This will prevent the target from rising again as undead upon death, and keeps their bodies intact, no parts being able to be removed or tampered with. Blood may be washed away and wounds may be stitched and clothing changed to prepare a body, but malicious grave robbing results in the individual being unable to physically remove anything. Dead bodies with this spell cast upon them are protected until they revive through a revival system, effectively permanent, but it must be re-cast weekly for living individuals.
Note: Should this spell be cast upon a staked Vyre, the stake can then not be removed until Repose is no longer present. This means the target must revive, cured, or wait an indefinite length of time for an opportunity to arise. This is permanent unless Depose is cast upon it, but can also be cast over Depose in turn.
MARK OF PASSING
Action: Prayer and the offering of something that belongs to the target.
Cost: 0SP
Duration: Permanent.
Spell: The caster offers an item belonging to their target in a sort of ritual, and makes a bond with them in turn, the offering dispersing into mist upon spell completion. They will feel if their target is near death, an uncomfortable sensation washing over them and giving them a sense of it but not the specifics to why their target is this way. Should their target perish, they will feel a brief sting of the heart and a bitter chill, instinctively knowing they have died. This spell applies for one person at a time, but it can be cast on three individual targets at any one time, and it must be recast on a target if they die and revive. The caster knows which is which.
TOUCH OF WINTER
Action: Touch.
Cost: 1SP
Duration: 30 minutes.
Spell: The caster touches a surface with their hands or feet, regardless of shoes or gloves covering them, and wills ice to form in the rough size of their hands/feet. If this is over slow moving or calm water they are able to walk over the surface of it, with the ice they leave behind fading after they take another step. This ice forming is instant, but it creates a layer of it and does not freeze what is already there (no freezing part of a person, for example). The ice melts away into mist after the duration if not used for water walking.
MUTE
Action: Whispered prayer.
Cost: 1SP
Duration: One hour.
Spell: The caster wills an area to fall under the influence of the Grey Lady. All sounds are dampened in a ten block radius, resulting in soft words and whispers at maximum. All light here becomes a faint grey-purple hue, and an area of fog lingers on the ground below knee height. Those in the area feel calmed unless they are feeling extreme emotions.
Action: Prayer and Touch, with the offering of something that once belonged to the individual.
Cost: 0SP
Duration: One week.
Spell: The caster blesses either a living individual or the corpse of someone who has died within the last two weeks, placing a light grey hand-print upon their chest that lasts for the duration stated. This will prevent the target from rising again as undead upon death, and keeps their bodies intact, no parts being able to be removed or tampered with. Blood may be washed away and wounds may be stitched and clothing changed to prepare a body, but malicious grave robbing results in the individual being unable to physically remove anything. Dead bodies with this spell cast upon them are protected until they revive through a revival system, effectively permanent, but it must be re-cast weekly for living individuals.
Note: Should this spell be cast upon a staked Vyre, the stake can then not be removed until Repose is no longer present. This means the target must revive, cured, or wait an indefinite length of time for an opportunity to arise. This is permanent unless Depose is cast upon it, but can also be cast over Depose in turn.
MARK OF PASSING
Action: Prayer and the offering of something that belongs to the target.
Cost: 0SP
Duration: Permanent.
Spell: The caster offers an item belonging to their target in a sort of ritual, and makes a bond with them in turn, the offering dispersing into mist upon spell completion. They will feel if their target is near death, an uncomfortable sensation washing over them and giving them a sense of it but not the specifics to why their target is this way. Should their target perish, they will feel a brief sting of the heart and a bitter chill, instinctively knowing they have died. This spell applies for one person at a time, but it can be cast on three individual targets at any one time, and it must be recast on a target if they die and revive. The caster knows which is which.
TOUCH OF WINTER
Action: Touch.
Cost: 1SP
Duration: 30 minutes.
Spell: The caster touches a surface with their hands or feet, regardless of shoes or gloves covering them, and wills ice to form in the rough size of their hands/feet. If this is over slow moving or calm water they are able to walk over the surface of it, with the ice they leave behind fading after they take another step. This ice forming is instant, but it creates a layer of it and does not freeze what is already there (no freezing part of a person, for example). The ice melts away into mist after the duration if not used for water walking.
MUTE
Action: Whispered prayer.
Cost: 1SP
Duration: One hour.
Spell: The caster wills an area to fall under the influence of the Grey Lady. All sounds are dampened in a ten block radius, resulting in soft words and whispers at maximum. All light here becomes a faint grey-purple hue, and an area of fog lingers on the ground below knee height. Those in the area feel calmed unless they are feeling extreme emotions.
HAILSTORM
Action: Prayer.
Cost: 1SP
Duration: Ten minutes.
Spell: The caster summons the touch of winter and calls down a hailstorm in a ten block radius of themselves, bringing a bitter chill and biting wind. It is enough to irritate foes and urge them to leave the radius, as well as put out flames within it. The caster and those within 1-2 blocks of them are not touched by the hail, even if it is cold. All ice melts to water upon the end of the duration, conditions otherwise returning to normal.
HALLOWED GROUND
Action: Prayer and touch for 30 minutes.
Cost: 1SP
Duration: Permanent, until another location is made.
Spell: With a kneel and verbal prayer, over half an hour the Blessed wills an area of a 15 block radius to become a safe haven from the supernatural or unholy, pillars of grey stone rising from a layer of light grey fog that never leaves, with an altar to the Lady. Any who enter the area feel themselves vaguely chilled, but calmed, capable hearing the comforting whispers of dead loved ones. All light here takes on a purple hue. Any Vyre or Skraagite who enters this area will feel themselves unwelcome and the cold is bitter and biting. Supernatural entities (ghosts, wraiths, ghouls, etc) are simply unable to enter the area, as if the boundaries scorch and repel them. This includes any creature of Skraag’s making, and undead cannot rise here. Should this be cast again elsewhere, the old one fades.
BECKON I
Action: Prayer, the forming of sacred ash via burning bone and birch wood, and incense to cleanse to area before placing the ashen boundaries.
Cost: 1SP
Duration: One hour.
Spell: The caster performs a small ritual, forming a circle of ash no larger than 10b radius, and wills the soul of the deceased to take an ethereal form within it for a period of time even if they are unwilling. It can see, speak, and hear, and it holds its memories aside from the details of its own death. They may recall the ship they were on but not that it sunk in a storm and they drowned, for example. This ethereal form can interact with items and people within the boundaries set, and after the duration has elapsed, they will retain this memory regardless of them reviving or not. The ash will not move by winds or natural types, but can be disrupted by mortal intervention in which the apparition disperses abruptly.
REPEL UNDEAD
Action: Vocal prayer and the motion of thrusting a hand out or a foot down.
Cost: 1SP
Duration: One hour.
Spell: The caster sends out a rippling wave of purple light that drives back undead around them. For the next hour, any undead will avoid the area within five blocks of the caster. Weaker undead (ghouls and below) are instilled with a primal fear, and will do nothing but try and flee. Sentient undead, including Vyres, may roll Soul+Determination against the caster's AoE DC to resist the effect; otherwise, they experience the same fear and compulsion to flee as their lesser cousins.
Action: Prayer.
Cost: 1SP
Duration: Ten minutes.
Spell: The caster summons the touch of winter and calls down a hailstorm in a ten block radius of themselves, bringing a bitter chill and biting wind. It is enough to irritate foes and urge them to leave the radius, as well as put out flames within it. The caster and those within 1-2 blocks of them are not touched by the hail, even if it is cold. All ice melts to water upon the end of the duration, conditions otherwise returning to normal.
HALLOWED GROUND
Action: Prayer and touch for 30 minutes.
Cost: 1SP
Duration: Permanent, until another location is made.
Spell: With a kneel and verbal prayer, over half an hour the Blessed wills an area of a 15 block radius to become a safe haven from the supernatural or unholy, pillars of grey stone rising from a layer of light grey fog that never leaves, with an altar to the Lady. Any who enter the area feel themselves vaguely chilled, but calmed, capable hearing the comforting whispers of dead loved ones. All light here takes on a purple hue. Any Vyre or Skraagite who enters this area will feel themselves unwelcome and the cold is bitter and biting. Supernatural entities (ghosts, wraiths, ghouls, etc) are simply unable to enter the area, as if the boundaries scorch and repel them. This includes any creature of Skraag’s making, and undead cannot rise here. Should this be cast again elsewhere, the old one fades.
BECKON I
Action: Prayer, the forming of sacred ash via burning bone and birch wood, and incense to cleanse to area before placing the ashen boundaries.
Cost: 1SP
Duration: One hour.
Spell: The caster performs a small ritual, forming a circle of ash no larger than 10b radius, and wills the soul of the deceased to take an ethereal form within it for a period of time even if they are unwilling. It can see, speak, and hear, and it holds its memories aside from the details of its own death. They may recall the ship they were on but not that it sunk in a storm and they drowned, for example. This ethereal form can interact with items and people within the boundaries set, and after the duration has elapsed, they will retain this memory regardless of them reviving or not. The ash will not move by winds or natural types, but can be disrupted by mortal intervention in which the apparition disperses abruptly.
REPEL UNDEAD
Action: Vocal prayer and the motion of thrusting a hand out or a foot down.
Cost: 1SP
Duration: One hour.
Spell: The caster sends out a rippling wave of purple light that drives back undead around them. For the next hour, any undead will avoid the area within five blocks of the caster. Weaker undead (ghouls and below) are instilled with a primal fear, and will do nothing but try and flee. Sentient undead, including Vyres, may roll Soul+Determination against the caster's AoE DC to resist the effect; otherwise, they experience the same fear and compulsion to flee as their lesser cousins.
OMEN
Action: Prayer, and the lighting of a candle.
Cost: 3SP
Duration: One hour.
Spell: The caster forms a circle of ash around them and lights a single candle that they hold in both hands. Upon sitting down and closing their eyes, focusing for one round/10 seconds, they can transport their soul to any other region that contains a public shrine or church of the Grey Lady. They will be able to walk (not run) the region bounds as a spectral, misty form, carrying an ethereal version of the candle in their physical hands. They cannot interact physically with anything for they are intangible akin to an illusion, but they can see, speak and listen, with their sight being a dull greyscale. They will be forced back to their body once the candle burns out, at the end of the duration. Their physical bodies during this time will be unresponsive and vulnerable.
GRAVEWALK
Action: Prayer and an offering to the Grey Lady.
Cost: 2SP
Duration: 15 minutes.
Spell: The caster offers an item to their divine and prays, allowing themselves to drift into the river of souls with the blessing of the Grey Lady. They are given safe passage from one area to another so long as death has known them both (graveyards, cemeteries, battlefields, etc) but will feel weak, cold and somewhat drained after emerging, and cannot linger in the river less they be lost to it. They may take what they wear and up to 100lbs with them, and they may take another so long as they do not let go of them, but doing so doubles the SP cost of the spell. The time it takes to appear at their destination varies, at least fifteen minutes but the time beyond that is up to the player.
UNWELCOME
Action: Prayer and the anointing of the boundaries.
Cost: 3SP
Duration: One week.
Spell: The caster marks an area with either holy oil or ash that becomes immovable upon the spell completion. This spell protects either a private room, average home, or church, but not overly large builds such as manors or castles. Private quarters within larger buildings can be blessed in this way, but not rooms with no clear primary occupant like dining halls or entryways. It makes it so that all who seek entry must be given an invitation from one of the primary home owners/occupants, or they are unable to get inside, as if an open door has an invisible wall. Invites can be rescinded, but once an individual is inside they must be removed from the premises before the rescinded invitation takes hold. This spell stops supernatural entities as well as mortal ones, those strong creatures at at DM discretion. Must be recast after a week.
SANCTUARY
Action: Prayer, the outlining of the area with holy oil.
Cost: 4SP
Duration: One hour.
Spell: The caster forms an area within a sacred ring of ash or oil to a 10b radius. Those within it see the world in greyscale for as long as they're inside, their eyes (iris and whites of the eyes both) glowing purple. The minds of those within are calmed, including giving them a reprieve from spells that tamper with the mind of T3 or lower. Vyres or Mages are unable to alter the emotions of those within the circle. It is akin to spells all mind altering spells being turned off temporarily for the duration of the spell or until they leave the circle in which it will resume if applicable. Once the circle is made, only the caster may dispel it.
Action: Prayer, and the lighting of a candle.
Cost: 3SP
Duration: One hour.
Spell: The caster forms a circle of ash around them and lights a single candle that they hold in both hands. Upon sitting down and closing their eyes, focusing for one round/10 seconds, they can transport their soul to any other region that contains a public shrine or church of the Grey Lady. They will be able to walk (not run) the region bounds as a spectral, misty form, carrying an ethereal version of the candle in their physical hands. They cannot interact physically with anything for they are intangible akin to an illusion, but they can see, speak and listen, with their sight being a dull greyscale. They will be forced back to their body once the candle burns out, at the end of the duration. Their physical bodies during this time will be unresponsive and vulnerable.
GRAVEWALK
Action: Prayer and an offering to the Grey Lady.
Cost: 2SP
Duration: 15 minutes.
Spell: The caster offers an item to their divine and prays, allowing themselves to drift into the river of souls with the blessing of the Grey Lady. They are given safe passage from one area to another so long as death has known them both (graveyards, cemeteries, battlefields, etc) but will feel weak, cold and somewhat drained after emerging, and cannot linger in the river less they be lost to it. They may take what they wear and up to 100lbs with them, and they may take another so long as they do not let go of them, but doing so doubles the SP cost of the spell. The time it takes to appear at their destination varies, at least fifteen minutes but the time beyond that is up to the player.
UNWELCOME
Action: Prayer and the anointing of the boundaries.
Cost: 3SP
Duration: One week.
Spell: The caster marks an area with either holy oil or ash that becomes immovable upon the spell completion. This spell protects either a private room, average home, or church, but not overly large builds such as manors or castles. Private quarters within larger buildings can be blessed in this way, but not rooms with no clear primary occupant like dining halls or entryways. It makes it so that all who seek entry must be given an invitation from one of the primary home owners/occupants, or they are unable to get inside, as if an open door has an invisible wall. Invites can be rescinded, but once an individual is inside they must be removed from the premises before the rescinded invitation takes hold. This spell stops supernatural entities as well as mortal ones, those strong creatures at at DM discretion. Must be recast after a week.
SANCTUARY
Action: Prayer, the outlining of the area with holy oil.
Cost: 4SP
Duration: One hour.
Spell: The caster forms an area within a sacred ring of ash or oil to a 10b radius. Those within it see the world in greyscale for as long as they're inside, their eyes (iris and whites of the eyes both) glowing purple. The minds of those within are calmed, including giving them a reprieve from spells that tamper with the mind of T3 or lower. Vyres or Mages are unable to alter the emotions of those within the circle. It is akin to spells all mind altering spells being turned off temporarily for the duration of the spell or until they leave the circle in which it will resume if applicable. Once the circle is made, only the caster may dispel it.
DEATH WARD
Action: Prayer, and a ritual in which sacred ash is marked upon four points of the body.
Cost: 3 SP
Duration: One week.
Spell: The caster imparts a blessing upon their target that wards them from an untimely death. Should they die of unnatural cause, their fallen body disperses into ashes upon their final breath and they reform in the nearest temple or shrine to the Grey Lady up to one day later. (4 hours OOC, no need to enter revival queue). There is a singular bell toll to announce when they have reformed within its grounds, and they will remember their death, carrying it as a burden. Upon their return they will feel cold to the touch and unable to speak above a whisper for the next several days (up to the player). This spell can be cast upon themselves. The spell expires after one week OOC, and they may have up to their Soul score of targets warded at any one time.
ETHEREAL SIGHT
Action: Prayer.
Cost: 3 SP
Duration: One hour.
Spell: The caster calls for their patron's aid in searching for anomalies within visual range for both themselves and one ally. Their eyes turn pure white with wisps misting outwards, their vision changing to see in greyscale. They become somewhat sensitive to light, but for the duration certain entities are clear to them providing they are within sight. Invisible spirits are outlined in a spectral and glowing blue, undead and entities raised via necromancy appear with a sickly green outline. Vyres appear in a shade of red, the outlines blurring into mist. Demonic entities, including possessed, appear as burning infernos of orange and yellows showing something more akin to their true form. For powerful beings, it is at a DM's discretion whether they are seen or in what capacity. They must otherwise be able to see the entities mundanely. i.e., no looking through dense smoke/fog, cannot see them in pitch black, and cannot be seen through opaque barriers. This does not work as night vision.
BANISH
Action: A vocal prayer / Touch
Cost: 3 SP
Duration: One Hour / One Week
Spell: The caster banishes a supernatural entity within RP chat range. They will vanish into limbo for an hour before reappearing to their original position. This includes supernatural entities, figments, undead and other-worldly entities (at DM discretion on both time and target). With a touch, the caster can banish a player character or other mundane target. The target feels the clutch of death taking them away before they appear in either the Grand Cathedral or the nearest Grey Lady shrine, or just outside the region the caster is in, at the Caster's choice. A purple hand-mark appears upon their chest. For one week, they are dissuaded from harming another person, fearing death may come from it. This doesn't prevent them from hurting another, but makes them think twice of it. The mark will fade away once the spell ends. For observers, it appears as if the target has dispersed into grey mist and vanished with a flicker of purple light. The target may roll Soul+Determination against the caster's Soul+Determination to resist being banished.
IMPRISONED SOUL
Action: Prayer, the marking of ash about the wrists of the target, and the marking of the boundaries which will glow a faint purple to the target and caster.
Cost: 3 SP
Duration: One week.
Spell: The caster puts a binding spell upon their target, tying their soul to a location for the duration of the spell. If they leave this designated area, the soul stays behind, and their body dies the moment they separate. They feel a pang of warning if they near the boundary, as if their very soul wants to keep them back, but they cannot be pushed or dragged through the line and it is a willing choice. For the duration of this spell, ethereal shackles appear upon the wrists of the target, and their eyes appear entirely grey. The location must be large enough that the target can move around, and clearly defined by walls or tall fencing. An example would be a graveyard, a home, or a temple to the Grey Lady. This cannot be cast upon the same target for another 2 weeks OOC. This spell does not have a saving throw.
Action: Prayer, and a ritual in which sacred ash is marked upon four points of the body.
Cost: 3 SP
Duration: One week.
Spell: The caster imparts a blessing upon their target that wards them from an untimely death. Should they die of unnatural cause, their fallen body disperses into ashes upon their final breath and they reform in the nearest temple or shrine to the Grey Lady up to one day later. (4 hours OOC, no need to enter revival queue). There is a singular bell toll to announce when they have reformed within its grounds, and they will remember their death, carrying it as a burden. Upon their return they will feel cold to the touch and unable to speak above a whisper for the next several days (up to the player). This spell can be cast upon themselves. The spell expires after one week OOC, and they may have up to their Soul score of targets warded at any one time.
ETHEREAL SIGHT
Action: Prayer.
Cost: 3 SP
Duration: One hour.
Spell: The caster calls for their patron's aid in searching for anomalies within visual range for both themselves and one ally. Their eyes turn pure white with wisps misting outwards, their vision changing to see in greyscale. They become somewhat sensitive to light, but for the duration certain entities are clear to them providing they are within sight. Invisible spirits are outlined in a spectral and glowing blue, undead and entities raised via necromancy appear with a sickly green outline. Vyres appear in a shade of red, the outlines blurring into mist. Demonic entities, including possessed, appear as burning infernos of orange and yellows showing something more akin to their true form. For powerful beings, it is at a DM's discretion whether they are seen or in what capacity. They must otherwise be able to see the entities mundanely. i.e., no looking through dense smoke/fog, cannot see them in pitch black, and cannot be seen through opaque barriers. This does not work as night vision.
BANISH
Action: A vocal prayer / Touch
Cost: 3 SP
Duration: One Hour / One Week
Spell: The caster banishes a supernatural entity within RP chat range. They will vanish into limbo for an hour before reappearing to their original position. This includes supernatural entities, figments, undead and other-worldly entities (at DM discretion on both time and target). With a touch, the caster can banish a player character or other mundane target. The target feels the clutch of death taking them away before they appear in either the Grand Cathedral or the nearest Grey Lady shrine, or just outside the region the caster is in, at the Caster's choice. A purple hand-mark appears upon their chest. For one week, they are dissuaded from harming another person, fearing death may come from it. This doesn't prevent them from hurting another, but makes them think twice of it. The mark will fade away once the spell ends. For observers, it appears as if the target has dispersed into grey mist and vanished with a flicker of purple light. The target may roll Soul+Determination against the caster's Soul+Determination to resist being banished.
IMPRISONED SOUL
Action: Prayer, the marking of ash about the wrists of the target, and the marking of the boundaries which will glow a faint purple to the target and caster.
Cost: 3 SP
Duration: One week.
Spell: The caster puts a binding spell upon their target, tying their soul to a location for the duration of the spell. If they leave this designated area, the soul stays behind, and their body dies the moment they separate. They feel a pang of warning if they near the boundary, as if their very soul wants to keep them back, but they cannot be pushed or dragged through the line and it is a willing choice. For the duration of this spell, ethereal shackles appear upon the wrists of the target, and their eyes appear entirely grey. The location must be large enough that the target can move around, and clearly defined by walls or tall fencing. An example would be a graveyard, a home, or a temple to the Grey Lady. This cannot be cast upon the same target for another 2 weeks OOC. This spell does not have a saving throw.
──Divine Passives──
[Aesthetic I] 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.
[Aesthetic II] The eyes take on a ring of color about the pupil thematic to their Divine, intensifying in spellcasting or heightened emotional states.
[Aesthetic IV] Frost appears upon their person in subtle ways, and their breath appears as a cold mist.
[Aesthetic III] A purple glow appears in areas of the body in times of heightened emotion, adrenaline, or during spell casting. This can be the eyes, the veins of the body, or the hands/fingertips.
[Quirk I] They are untouched by the cold and suffer no ill effects from it regardless of intensity; Chills are of no concern, frost is a pleasant day, and even wandering the tundra they can manage in a shirt. This applies to natural cold, as well as arcane and divine spells that cause it.
[Quirk II] They no longer need to sleep, finding themselves fully rested after only a few hours of doing something less intensive (reading, lounging, so on.)
[Quirk III] They are no longer negatively affected by the smells of death or decay; it still registers, but it does not bother them at all
[Quirk IV] A glance over a grave or tomb will provide them with a sense of if the remains are still within or not, at a range of six feet.
──Universal Passives──
[Inherent Passive: 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.
[Tier 1: 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 2: Imbued Weapon] 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.
[Tier 3: Resilience ] Allies within 5 blocks gain one step of advantage on saves against the effects of poison, disease, and other toxins.
[Tier 4: Anathema] Divine power courses in the vicinity of the blessed, scouring their non-mortal foes. Unnatural beings within five blocks that the caster is hostile to suffer as though the presence of the blessed is actively harming them, and tangibly suffer damage as such. The nature of this damage can be flavored to God; Ignis might feel like standing right against a fire and cause flesh to burn, etc. It deals about as much damage as ‘a solid but not grievous hit’ per turn; for summons or creatures with a set number of ‘hits,’ it deals the equivalent of two hits per turn. This affects extraplanar creatures such as figments and fiends, supernatural creatures such as ghosts, and magical or otherwise unnatural constructs such as undead, elementals, and summoned creatures. It does not apply any physical condition other than harm; it doesn’t physically ignite anything, etc.
──Artifacts──
Name: Veilbreaker
Description: A silver circlet, inlaid with a cut amethyst at the front and etched in Mok’yra runes along the back; “Guk Embrak Zik”.
Passive: The attuned is more emotionally resilient; situations that would normally evoke fear or anger do not affect them as much. (One step of advantage for Determination rolls.)
[Ability - Phantom Aspect]: Twice per day, the user is able to take one round/ten seconds to turn into mist and traverse the veil of life and death for a moment. They may take one round/ten seconds to move, after which they re-appear out of this veil and reform from the mist over a duration of two rounds/20 seconds anywhere within ten blocks from where they entered the veil. The user needs to be able to see where they intend to go, unable to pass through solid objects.
Name: Hand of Winter
Description: A steel gauntlet lined with fur. Atop the hand with inlaid silver is a snowflake pattern, the center of which is fitted with a purple gemstone surrounded by smaller, teal ones.
Passive: A cold aura emanates from the gauntlet in a 10 block radius, keeping those who are within the radius comfortably cool in hot environments.
[Ability - Sculpture]: Up to three times a day, the attuned is able to form ice imbued with divine power from the gauntlet. The ice can take any shape as long as there’s space for it and it doesn’t exceed a height and width of a block (1 cubic meter). The ice reverts into mist after an hour, or prior if the user wills it. Bearing the strength of refined steel, attacks made with summoned ice uses Soul + [Ranged/Melee/Grappling] depending on whether it is thrown or held to attack with.
Name: Sorrow Staff
Description: A quarterstaff made of steel that shines purple under light, at the edge of it sits a small lantern that when lit, emits a purple flame.
Effect: When the light from the flame is emitted, spirits within a 10 block radius find their emotions lowered, turned to a more neutral state.
──Trinkets──
Name: Death's Chill [Offered]
Description: A skull of light grey quartz, matching the size and proportions of the average human. Streaks of purple run throughout the material.
Effect: It is always cold to the touch, and exudes a cold chill within whisper range.
Name: Ribbon of the Dead
Description: A large red ribbon, giving off a soft shimmer from it's silky texture. It's held together with a small golden scale.
Effect: The ribbon is like a small beacon to spirits, a comfort of reassurance that the living will communicate with them, or even convey what they want. The wearer is able to hear whispers of spirits in a five block radius. This often makes the wearer a target by aggressive spirits.
Name: Frozen Flower [Offered]
Description: A crystal translucent flower of ice shaped to a rose.
Effect: This iced flower glimmers under bright light. The ice is cold to the touch and does not seem to melt.
Name: Amethyst Ring
Description: A silver ring with a marking of an hourglass upon the inside. A deep purple amethyst is set upon the band.
Effect: Will glow a lighter purple hue when undead are near (RP-Chat Range). Does not detect for Vyres.
Name: Essence of Archon [Offered]
Description: A small feather that can sit in the palm of a hand, colored pure white but always shifting with flickers and streaks of teal hues. It leaves a faint glowing trail through the air when moved, and can be willed to dim entirely or emit teal light at the strength of a candle.
Effect: Those clutching the feather may find their positive emotions heightened and that they are more prone to caring about things that were once considered 'beneath' them or too small to care for which can bring them moments of great joy.
───────────⋄Divine Progress⋄───────────
──Current Status──
Current Member: [Realmsguard]
Returning Member: [Ministry of the Grey Lady]
Returning Cultist: [Sect of the Grave-Ward]
Oath of Exile: For a time, he had chosen to quit the Ministry and depart from Linlea, swearing off from returning until all the Skraag effigies across the continent are destroyed, in the Lady’s name.
For Sword and Scale: As a member of the Realmsguard, he’s begun to immerse himself with the teachings and practices of Valiant, out of respect for his peers and to test if a relationship with the Grey Lady is possible.
──Habits──
Crafter: Has made use of his skills to produce anti-Vyre commodities and religious objects.
Learned: Studied both Vyres and Spirits through reading and lectures, aware of their abilities and how to counter a few.
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