Len0re
Legend
(exceedingly DOPE art by Magic Intern)
Let God in Her wisdom/ Extend Her hand where She wills, reward/ Whom She chooses!
(Beowulf, Lines 684-687)
Minecraft name: Len0re
Character name: Thryss Vendolyn
Link to normal character profile: [x]
Patron
Theodra
Overall Tier
IV - Oracle
Spell Points: 9 per Day
DETECTION
Divine: Theodra.
Tier: 1
Action: Prayer & Touch.
Cost: 2 SP
Duration: 30 minutes.
Spell: The blessed places their bare hand on the ground and utters a soft prayer, willing all footsteps and tracks made within the past 48 hours to reveal themselves in a 15 block radius. The prints will glow a soft silver hue to the blessed only, and any blood/hair/fur will glow similarly if it was left there in the same two day span. The glow will fade after the duration.
NATURE'S ILLUMINATION
Divine: Theodra.
Tier: 1
Action: Prayer.
Cost: 2 SP
Duration: 30 minutes.
Spell: The caster utters a brief prayer and wills an area of 10b to be influenced by Theodra for a duration of time. Leaves float downwards of either green hues or those thematic to fall, dispersing within a minute of being on the ground. Silver feathers linger in the air above emitting a soft glow on par with the light of a candle. The caster and one other designated target, so long as they remain in the area, will have their minds unable to be tampered with by divine or arcane means for the duration (at DM discretion in events), given a sense of clarity and clear thoughts. This only applies to T1/Apprentice level spells, including calming ones.
Note: At each tier of the divine system, you may add one more target to be protected in this radius.
NATURE’S DEN
Divine: Theodra.
Tier: 1
Action: Touch.
Cost: 1SP
Duration: 12 hours.
Spell: The blessed can will an area to become a more advanced and comfortable place to reside when out in the wilderness. Dense foliage moves up as a roof and draps down to the ground, forming a sort of tent of natural materials or even furs and leathers depending on what would be more of a camouflage in the area. In some cases it forms out of rock if that is the better material for its location. It is large enough to comfortably fit two people, and stays insulated enough to ward off the cold of an autumn night, but will require a fire for wintry settings.
PIERCING STRIKE [3]
Divine: Theodra.
Tier: 1
Action: Touch.
Cost: 1 SP
Duration: One day.
Spell: The blessed chooses a weapon or item of choice (sword, dagger, arrow, etc) and upon the spell taking hold, it gleams silver. This weapon will, upon its next use, pierce twice as deep if impacting flesh. Only one weapon or item may be imbued at any one time, and it must be something that can be held and considered a ‘weapon’ or ‘ammo’. The effect wears off after one day if it has not been used.
HUNTER’S MARK
Divine: Theodra.
Tier: 2
Action: Prayer, and sight of the target for half a minute.
Cost: 3 SP
Duration: One week.
Spell: The blessed can target an individual or creature that is in their sight for at least half a minute, and deem them marked. For the next OOC week they will be able to sense their direction and distance accurately enough to pinpoint them as being within a town or location as big as the average village. They may mark two individuals at any one time, and the caster is instinctively aware of which is which. The target feels unnerved and on edge for the duration at a degree up to the player (can be very subtle, or very intense).
ADAPTATION
Divine: Theodra.
Tier: 2
Action: Prayer.
Cost: 2 SP
Duration: One hour.
Spell: The blessed takes on one of three aspects that imbue them with a heightened senses for the next hour. Only one may be active at any one time, these effects do not stack.
Hound - They gain a superior sense of smell akin to a bloodhound for the duration, able to follow trails less than an hour old.
Bear - The cheekbones become more defined, the shoulders seem broader. They find it easier to keep going, their endurance doubled and finding they can lift twice the weight they would have prior.
Hare - They are far more alert, and yet more lithe. They can run twice as fast but are hit twice as hard in return.
NATURE'S REPRIEVE
Divine: Theodra.
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 the course of half an hour the terrain around the caster shifts to provide a small concealed area (10 block radius) shielded from prying eyes. This affects the surroundings in a way that's appropriate to the area; bushes may grow, snow may accumulate, or the ground may sink to form a small depression, but the end result is to create a camouflaged area suited to hide a small campsite. People and creatures outside the area have a hard time detecting those within, and those inside find their senses more alert and survival instincts heightened. 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).
HEALING SALVE
Divine: Theodra.
Tier: 2
Action: Brief prayer.
Cost: 2 SP
Duration: One day.
Spell: The caster gathers a collection of herbs native to the area, and either chews them or mixes them into a paste. Upon a simple prayer, the salve takes on a silver colour that can then be spread over any deep wound that has been stitched to seal it over protectively and keep it clean of infection. The wound will heal within the day though remain sensitive for a day longer as it heals below the surface, leaving behind a neat scar (optionally silver in hue). This salve can be used over any one wound, or one bitemark, and will lose its properties if not used within a day.
PACKMASTER [4]
Divine: Theodra.
Tier: 3
Action: Maintained contact and prayer for fifteen minutes.
Cost: 4 SP per individual.
Duration: Permanent.
Spell: The blessed can form a bond with three other willing individuals that creates a link which enables the caster to sense their direction, location, and general health. They will know if they have come to harm, if they have fallen sick, or if they feel great fear. The bond does not work between those not the caster, nor can they have the same understanding of location or wellbeing of the caster. Those bonded will find that the light mark of a crescent moon forms upon their body at the choice of the caster, akin the the appearance of a birthmark. This lasts until the caster willingly dispels it.
BEASTFORM I [8]
Divine: Theodra.
Tier: 3
Action: Prayer, and holding a totem in line with the animal of choice. The same totem must be used each time for that animal.
Cost: 5 SP
Duration: Up to five hours.
Spell: The blessed chooses an animal that has symbolic meaning to them, and makes it their secondary form. It cannot be from the bestiary nor be larger than the average bear. They are able to shift into this form and retain it for up to five hours before they are forced to return to normal. They can be injured in this form and not be forced to change back, but any injuries sustained will scale with size to their normal body upon shifting back. They cannot shift if they are wearing armour and belongings such as weaponry or satchels are left behind from where they changed. The totem remains on the animal, be it tooth or feather or claw, and is back in their hand upon returning.
Note: You can be a mouse, rat, ferret, snake, etc - But nothing smaller than these and it cannot be an insect.
TRUESIGHT
Divine: Theodra.
Tier: 3
Action: Prayer, and touching of an animal.
Cost: 5 SP
Duration: One week.
Spell: The blessed forms a bond with a creature from the following: Owl, Fox, Bat, Hawk, Hare. Wherever the blessed goes, their familiar is not far behind, seemingly materialising at will after spanning great distances. The blessed may connect to their familiar and see through its eyes for up to one hour, and during this time may control where it travels to. If it is killed, the blessed is temporarily blinded for one minute and must make a new bond. The animal is not hostile once the spell is cast, but the animal goes on its own way after a week.
TOUCH OF VENOM
Divine: Theodra.
Tier: 3
Action: Prayer & Touch.
Cost: 2 SP
Duration: One day.
Spell: The caster blesses any weapon of choice so long as it is has a sharp point, staining the tip a deep green colour. For the next three attacks in which the point can pierce flesh, it is as if the target has been bitten by a venomous snake. They will suffer burning pain through that general area within ten minutes, and break out into a fever for the next several hours. Debilitating, but not lethal. The weapons lose their venom after one day of not being used.
BEASTFORM II
Divine: Theodra.
Tier: 4
Action: Prayer.
Cost: 5 SP
Duration: One day.
Spell: The blessed decides on an additional form that cannot be changed once decided upon. This spell requires no totem, but they do take one turn to somewhat painfully shift into it, their bones snapping into place and bodies contorting over the duration. This form can be retained for an entire day or night (12 hours), and as before, any injuries will not force them to return but will scale in size upon their normal form once they do shift back. In this form they may communicate telepathically with those who would usually be in range of speech, their voice sounding as their human form in the mind of their targets.
The following forms are available: Direwolf, Bear, Unicorn, Shark
[Note on Appearance]
When in beastform, the Theodran blessed finds that their new animal form bears striking similarities to their mortal form. Scars are carried over, along with one's eye colour and even the tint of fur or scales being as close to the blessed's own as naturally possible for the chosen animal form- e.g bears cannot have blonde hair, but they will be a lighter brown as they default to the closest natural shade for that animal.
SPECTRAL HOUND
Divine: Theodra.
Tier: 4
Action: Prayer, and the offering of something bone which disperses once used.
Cost: 6 SP
Duration: Six hours.
Spell: The blessed may summon a large spectral hound that, if given the scent of someone or something, can lead the way to them with frightening accuracy. It will not however enter any confines, no building or home, and will remain outside and consider its task done. If it is attacked, it will disperse. It will also optionally follow the caster around and snarl at anyone's approach if they mean the caster ill. It may also be commanded to stay at a location (such as outside doors) and will bark at the approach of any other individual.
MELD
Divine: Theodra.
Tier: 4
Action: Prayer.
Cost: 4 SP
Duration: One hour.
Spell: The blessed can will themselves to meld with their surroundings so well that they simply cannot be seen by other mortal eyes until the blessed attacks from this cover. They must be in either a natural area with coverage or a place with shadows and shady areas, this spell cannot be used out in the open. Their footsteps are so light they are not audible in this state, but once they attack they cannot go into this state again until the encounter is over. This state can last up to one hour.
Note: They cannot move more than idle walking pace in this state or they will break their cover. All movements should be slower.
TRUESHOT
Divine: Theodra.
Tier: 4
Action: Prayer & Touch.
Cost: 7SP
Duration: One hour.
Spell: The blessed can choose to bless one arrow or bolt, resulting in it glowing a faint silver light, and should they fire it (only they may use it, no other) then it always hits its target. This should not be used to instantly kill any player character unless previously agreed upon in advance, but it cannot miss any target even if it is moving. It is up to DM discretion for if it instantly kills the event monster types also. This can only be used once per day, and only one bolt or arrow at a time, lasting for up to one hour before the glow fades.
Divine: Theodra.
Tier: 1
Action: Prayer & Touch.
Cost: 2 SP
Duration: 30 minutes.
Spell: The blessed places their bare hand on the ground and utters a soft prayer, willing all footsteps and tracks made within the past 48 hours to reveal themselves in a 15 block radius. The prints will glow a soft silver hue to the blessed only, and any blood/hair/fur will glow similarly if it was left there in the same two day span. The glow will fade after the duration.
NATURE'S ILLUMINATION
Divine: Theodra.
Tier: 1
Action: Prayer.
Cost: 2 SP
Duration: 30 minutes.
Spell: The caster utters a brief prayer and wills an area of 10b to be influenced by Theodra for a duration of time. Leaves float downwards of either green hues or those thematic to fall, dispersing within a minute of being on the ground. Silver feathers linger in the air above emitting a soft glow on par with the light of a candle. The caster and one other designated target, so long as they remain in the area, will have their minds unable to be tampered with by divine or arcane means for the duration (at DM discretion in events), given a sense of clarity and clear thoughts. This only applies to T1/Apprentice level spells, including calming ones.
Note: At each tier of the divine system, you may add one more target to be protected in this radius.
NATURE’S DEN
Divine: Theodra.
Tier: 1
Action: Touch.
Cost: 1SP
Duration: 12 hours.
Spell: The blessed can will an area to become a more advanced and comfortable place to reside when out in the wilderness. Dense foliage moves up as a roof and draps down to the ground, forming a sort of tent of natural materials or even furs and leathers depending on what would be more of a camouflage in the area. In some cases it forms out of rock if that is the better material for its location. It is large enough to comfortably fit two people, and stays insulated enough to ward off the cold of an autumn night, but will require a fire for wintry settings.
PIERCING STRIKE [3]
Divine: Theodra.
Tier: 1
Action: Touch.
Cost: 1 SP
Duration: One day.
Spell: The blessed chooses a weapon or item of choice (sword, dagger, arrow, etc) and upon the spell taking hold, it gleams silver. This weapon will, upon its next use, pierce twice as deep if impacting flesh. Only one weapon or item may be imbued at any one time, and it must be something that can be held and considered a ‘weapon’ or ‘ammo’. The effect wears off after one day if it has not been used.
HUNTER’S MARK
Divine: Theodra.
Tier: 2
Action: Prayer, and sight of the target for half a minute.
Cost: 3 SP
Duration: One week.
Spell: The blessed can target an individual or creature that is in their sight for at least half a minute, and deem them marked. For the next OOC week they will be able to sense their direction and distance accurately enough to pinpoint them as being within a town or location as big as the average village. They may mark two individuals at any one time, and the caster is instinctively aware of which is which. The target feels unnerved and on edge for the duration at a degree up to the player (can be very subtle, or very intense).
ADAPTATION
Divine: Theodra.
Tier: 2
Action: Prayer.
Cost: 2 SP
Duration: One hour.
Spell: The blessed takes on one of three aspects that imbue them with a heightened senses for the next hour. Only one may be active at any one time, these effects do not stack.
Hound - They gain a superior sense of smell akin to a bloodhound for the duration, able to follow trails less than an hour old.
Bear - The cheekbones become more defined, the shoulders seem broader. They find it easier to keep going, their endurance doubled and finding they can lift twice the weight they would have prior.
Hare - They are far more alert, and yet more lithe. They can run twice as fast but are hit twice as hard in return.
NATURE'S REPRIEVE
Divine: Theodra.
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 the course of half an hour the terrain around the caster shifts to provide a small concealed area (10 block radius) shielded from prying eyes. This affects the surroundings in a way that's appropriate to the area; bushes may grow, snow may accumulate, or the ground may sink to form a small depression, but the end result is to create a camouflaged area suited to hide a small campsite. People and creatures outside the area have a hard time detecting those within, and those inside find their senses more alert and survival instincts heightened. 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).
HEALING SALVE
Divine: Theodra.
Tier: 2
Action: Brief prayer.
Cost: 2 SP
Duration: One day.
Spell: The caster gathers a collection of herbs native to the area, and either chews them or mixes them into a paste. Upon a simple prayer, the salve takes on a silver colour that can then be spread over any deep wound that has been stitched to seal it over protectively and keep it clean of infection. The wound will heal within the day though remain sensitive for a day longer as it heals below the surface, leaving behind a neat scar (optionally silver in hue). This salve can be used over any one wound, or one bitemark, and will lose its properties if not used within a day.
PACKMASTER [4]
Divine: Theodra.
Tier: 3
Action: Maintained contact and prayer for fifteen minutes.
Cost: 4 SP per individual.
Duration: Permanent.
Spell: The blessed can form a bond with three other willing individuals that creates a link which enables the caster to sense their direction, location, and general health. They will know if they have come to harm, if they have fallen sick, or if they feel great fear. The bond does not work between those not the caster, nor can they have the same understanding of location or wellbeing of the caster. Those bonded will find that the light mark of a crescent moon forms upon their body at the choice of the caster, akin the the appearance of a birthmark. This lasts until the caster willingly dispels it.
BEASTFORM I [8]
Divine: Theodra.
Tier: 3
Action: Prayer, and holding a totem in line with the animal of choice. The same totem must be used each time for that animal.
Cost: 5 SP
Duration: Up to five hours.
Spell: The blessed chooses an animal that has symbolic meaning to them, and makes it their secondary form. It cannot be from the bestiary nor be larger than the average bear. They are able to shift into this form and retain it for up to five hours before they are forced to return to normal. They can be injured in this form and not be forced to change back, but any injuries sustained will scale with size to their normal body upon shifting back. They cannot shift if they are wearing armour and belongings such as weaponry or satchels are left behind from where they changed. The totem remains on the animal, be it tooth or feather or claw, and is back in their hand upon returning.
Note: You can be a mouse, rat, ferret, snake, etc - But nothing smaller than these and it cannot be an insect.
TRUESIGHT
Divine: Theodra.
Tier: 3
Action: Prayer, and touching of an animal.
Cost: 5 SP
Duration: One week.
Spell: The blessed forms a bond with a creature from the following: Owl, Fox, Bat, Hawk, Hare. Wherever the blessed goes, their familiar is not far behind, seemingly materialising at will after spanning great distances. The blessed may connect to their familiar and see through its eyes for up to one hour, and during this time may control where it travels to. If it is killed, the blessed is temporarily blinded for one minute and must make a new bond. The animal is not hostile once the spell is cast, but the animal goes on its own way after a week.
TOUCH OF VENOM
Divine: Theodra.
Tier: 3
Action: Prayer & Touch.
Cost: 2 SP
Duration: One day.
Spell: The caster blesses any weapon of choice so long as it is has a sharp point, staining the tip a deep green colour. For the next three attacks in which the point can pierce flesh, it is as if the target has been bitten by a venomous snake. They will suffer burning pain through that general area within ten minutes, and break out into a fever for the next several hours. Debilitating, but not lethal. The weapons lose their venom after one day of not being used.
BEASTFORM II
Divine: Theodra.
Tier: 4
Action: Prayer.
Cost: 5 SP
Duration: One day.
Spell: The blessed decides on an additional form that cannot be changed once decided upon. This spell requires no totem, but they do take one turn to somewhat painfully shift into it, their bones snapping into place and bodies contorting over the duration. This form can be retained for an entire day or night (12 hours), and as before, any injuries will not force them to return but will scale in size upon their normal form once they do shift back. In this form they may communicate telepathically with those who would usually be in range of speech, their voice sounding as their human form in the mind of their targets.
The following forms are available: Direwolf, Bear, Unicorn, Shark
[Note on Appearance]
When in beastform, the Theodran blessed finds that their new animal form bears striking similarities to their mortal form. Scars are carried over, along with one's eye colour and even the tint of fur or scales being as close to the blessed's own as naturally possible for the chosen animal form- e.g bears cannot have blonde hair, but they will be a lighter brown as they default to the closest natural shade for that animal.
SPECTRAL HOUND
Divine: Theodra.
Tier: 4
Action: Prayer, and the offering of something bone which disperses once used.
Cost: 6 SP
Duration: Six hours.
Spell: The blessed may summon a large spectral hound that, if given the scent of someone or something, can lead the way to them with frightening accuracy. It will not however enter any confines, no building or home, and will remain outside and consider its task done. If it is attacked, it will disperse. It will also optionally follow the caster around and snarl at anyone's approach if they mean the caster ill. It may also be commanded to stay at a location (such as outside doors) and will bark at the approach of any other individual.
MELD
Divine: Theodra.
Tier: 4
Action: Prayer.
Cost: 4 SP
Duration: One hour.
Spell: The blessed can will themselves to meld with their surroundings so well that they simply cannot be seen by other mortal eyes until the blessed attacks from this cover. They must be in either a natural area with coverage or a place with shadows and shady areas, this spell cannot be used out in the open. Their footsteps are so light they are not audible in this state, but once they attack they cannot go into this state again until the encounter is over. This state can last up to one hour.
Note: They cannot move more than idle walking pace in this state or they will break their cover. All movements should be slower.
TRUESHOT
Divine: Theodra.
Tier: 4
Action: Prayer & Touch.
Cost: 7SP
Duration: One hour.
Spell: The blessed can choose to bless one arrow or bolt, resulting in it glowing a faint silver light, and should they fire it (only they may use it, no other) then it always hits its target. This should not be used to instantly kill any player character unless previously agreed upon in advance, but it cannot miss any target even if it is moving. It is up to DM discretion for if it instantly kills the event monster types also. This can only be used once per day, and only one bolt or arrow at a time, lasting for up to one hour before the glow fades.
Artifacts
NAME: Hunter's Friend
DESCRIPTION: An old, gnarled staff of oak with intricate silver-lined carvings of wolves running across its length.
PASSIVE: Regardless of its form, it emits a soft silver light in places of darkness, with the strength of a small torch. It can be willed to go completely dark by the attuned if they must.
[ABILITY - SHIFT]: With a minute's prayer, Hunter's Friend can change its form between an arming sword, a boar spear, and a recurve hunting bow.
NAME: Hand
DESCRIPTION: A replacement hand, paler than usual, with a faint silver hue beneath the skin.
PASSIVE: At Thryss's will, short silvery claws emerge from the fingertips of the hand. They are comparable to a wolf's, sharp enough to scratch flesh, but her fingers lack the structure and strength to wield them as an animal would.
NAME: Hunter’s Bulwark
DESCRIPTION: A set of wooden bracers decorated with intricate carvings thematic of Theodra, inlaid with silver.
PASSIVE: The wearer’s trail seems to mask itself, with loose leaves not being displaced where they’ve stepped, etc.
[ABILITY - SHIFT]: At will, the dominant arm's bracer can be transformed into a teardrop-shaped shield that appears to be cobbled from timber and vines, but has the strength of steel. The length of the shield covers the forearm, and the sharp tip hangs over the hand. The image of a silver bird with spread wings is emblazoned in the center.
Passives(s) or Sustained Effects:
TIER ONE
AESTHETIC
][ The eyes take on a ring of color about the pupil thematic to their Divine, intensifying in spellcasting or heightened emotional states.
QUIRK
][ Superficial wounds that do not require stitches can be licked or cleansed with herbs to heal them. Scars will appear silver or fade entirely, and their choice. Only applies to themselves, and not others.
__________________________________________
TIER TWO
AESTHETIC
][ 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.
QUIRK
][ They are able to eat any raw meats without the risk of sickness.
__________________________________________
TIER THREE
AESTHETIC
][ Their bodies appear somewhat more defined, with their facial structure appearing sharper or their shoulders broader.
QUIRK
][ They are able to see clearly in the dark, their eyes reflective like a cat's when active.
__________________________________________
TIER FOUR
AESTHETIC
][ Natural items such as feathers, claws, and teeth worn on their person tend to slowly fade to a silver hue with age.
QUIRK
][ They instinctively seem to know what direction North is.
Personal Oath
"The Hunt never ends."
Thryss' recognition that the work of defending her home will never be truly done, and that she must maintain her body and mind as per Theodra's tenets, even when at rest.
Divine-Sworn Oath
Defender of the Valley
By Theodra, I do solemnly swear to take up the mantle of defending this valley,
To maintain the fragile balance between the land and those for whom it provides,
To defend all the life preserved within its borders, and to contribute to the fight
against the powers that be in any way possible, if not directly.
Current Divine Status
Training
Packmaster Slots:
Aoife Vendolyn
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