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•Clericism•

 

Lore on Tahariae:

https://www.lordofthecraft.net/topic/123510-tahariae-aengul/

Lore on Yeu Rthulu:

https://www.lordofthecraft.net/forums/topic/94939-yeu-rthulu-aengul/?page=1

 

Table of Contents

 

A Short Introduction

How to Read This Lore

What’s New? Why The Update?

Clerics: An Overview

Clerical Magic: Key Terms

The Utterings of Tahariae

Connection

Priest Healing

War Clericism

Blessing and Warding

Disconnection

 

A Short Introduction

Spoiler

I wrote this lore with the intention of erasing any and all ambiguities that arise in cleric roleplay, and to provide us lore, because other than Hosper's guides, we didn't have any public, accessible lore. In the process, I added several new spells, and nerfed and augmented most of the existing ones. It is critical that all clerics, new and old, read this lore.

 

I have some special people to thank for the production of this lore:

 

Charcoal1, I could not have written this guide without your help. Your critique, constant questioning, and assistance in writing a good quarter of this document, as well as several drafts, helped give me direction and confidence in the lore I was writing, as well as take off a lot of stress. You’re the real MVP.

 

Thank you, Farryn, for your ideas and support through the ordeal of editing and writing the second draft of this.

 

Thank you, Zer0, for the constant encouragement and reminders for me to continue working on the lore. Probably would have lost interest and motivation if it hadn’t been for your nagging <3

 

Big thanks to Hosper and wardog445 for your 2014 guides, which form the base of both the priest healing and war cleric sections of this lore.

 

Thanks to Dandan and Jitsuma for the pointers, recommendations, and info on certain aspects of cleric magic.

 

And now, without further ado, behold: the final canonized lore of the clerics!

 

How to Read This Lore

Spoiler

This lore, as you have probably noticed, is very long. Very very long.

 

To start, do not attempt to read this lore from start to finish unless you are truly interested in doing so. It is very detailed and very long and pretty boring.

 

Instead, I have divided each subject into subsections, and those subsections into subsubsections, so that if the reader is searching for a specific concept, they can simply open up each section and find the specific subsection that their concept would fit under. Thus, readers can look up specific circumstances should they arise in RP.


For example, if someone were searching for an explanation on how clerical bone healing works, they would go to Priest Healing, open up The Spells of Priest Healers, then go to Tier 4, and find the spell Heal Greater Wounds: Bones. There are some long parts - my descriptions on how to use each branch of magic is lengthy -  but please bear through them!

 

What’s New? Why The Update?

Spoiler

 

Simply put, because some things in the first edition of the lore were too OP and some things were too nerfed. In this case, blessing was OP and war clericism and healing was nerfed. The emotes and explanations sucked and needed some serious edits, so I went through and significantly improved that. Added the old Shackles of Light back to the War Cleric spell list. I also changed disconnection to be less harsh. Oh, and, of course, Yeu Rthulu came back.

 

Here, an exact list:

 

[1] Added Yeu Rthulu as a valid patron for priest healing and blessing magics - with some fundamental differences. Explained in “Priest Healing” section under “Differences Between Tahariae and Yeu Rthulu Priest Healing”, and in the “Blessing and Warding” section under “Imbuing Objects With Aengulic Power”.

[2] Added components as necessary for Tier 4 and Tier 5 Priest Healing spells. Explained in their tier descriptions.

[3] Extended learning times to fit the six-month model of learning magic.

[4] Changed spell descriptions slightly and every emote significantly to clarify the standard of roleplay desired as a cleric and some ambiguous concepts.

[5] Added alchemical constructs and golems to the list of beings affected by war cleric magic.

[6] Added in clarification that clerical magic does not affect necromancer life force mist.

[7] Added Shackles of Light spell to war cleric spell list.

[8] Changed blessing to be more in line with how it was before the first canonized lore. It now resembles a significantly-limited form of Voidal alteration, and blessed equipment can no longer be drawn upon for power in priest healing and war cleric spell-casting.

[9] Disconnection has been changed. Aftereffects are only permanent if the cleric was a Tier 5, and temporary if a lower tier. If the cleric were to shift patrons, their suffering would abate faster, with Tier 5 clerics having long but temporary effects.

[10] Added huge disclaimer in the “Clerics: An Overview” section about what to expect when becoming a cleric.

[11] Pictures at the start of each magic branch section.

[12] Removed ability to add to the maximum amount of energy in wards and artifacts indefinitely. Whatever energy was imbued within the artifact or ward in the original ritual, that is the maximum amount of energy it can have.

[13] Small adjustments to the Utterings of Tahariae. Corrected spelling and wording errors that did not actually enter into the roleplay of having them said.

[14] Buffed clerical shields.


That just about covers it. Now, onwards to the lore!


Clerics: An Overview

Spoiler

First of all, what is a cleric?

 

In nearly all forms of fantasy media, a cleric is a religious figure who utilizes the power of their patron deity to perform miracles and turn away unholy beings. They are priests, knights, and holy men.

 

Therefore, if you have no intention of playing a religious character, DO NOT BECOME A CLERIC.

 

If you want cleric magic because you were denied from another magic and think clericism would be a suitable replacement, DO NOT BECOME A CLERIC.

 

If you do not want to be bound by tenets, have no interest in worship roleplay, and do not want to serve a higher cause, then DO NOT BECOME A CLERIC.

 

Now, in Lord of the Craft, clerics are primarily roleplay providers. Most of the roleplay you will get will be helping other people. Healing RP is, by far, the most frequently-demanded. As a cleric, you must prepare yourself for messenger birds a-plenty asking for healings or religious services. If you do not want to deal with this, and feel it would make your time on the server less fun, then DO NOT BECOME A CLERIC.

 

Alright, now that that’s out of the way, we can start talking about the magic itself.

 

Clerical magic is divided into three forms: priest healing, war clericism, and blessing. Priest healing and blessing can be fueled by Yeu Rthulu, but these work slightly different than the priest healing and blessing of Tahariae, and these differences shall be explored soon. These powers are granted upon connection through a holy connection ritual performed by an elder cleric of the respective patron, then taught to the cleric spell by spell. Aengulic power manifests in whatever way a cleric wants to provide good roleplay, with the only shared trait being a radiant glow. Tahariae clerics are gifted with one of four archetypal colors of their choosing upon connection. The colors represents what sort of cleric they will be.

 

White is the Light of the Pure. Clerics with white light are the wisest members of the clerics, the keepers of relics and maintainers of purity. They are teachers and leaders of faith.  

Silver is the Light of the Servant. Clerics with silver light are characterized by their dedication to Tahariae's Mission of purging evil and healing the people of the realm. This is the most ambiguous and vague of the light colors; clerics of silver light can have aspects of the other three colors, but they simply don't fit into the stricter archetypes.

Blue is the Light of the Warrior. Clerics with blue light are the focused hunters of impurity and its effects on the realm. Always the first to be healing the wounded and on the front line of battles, they are considered the grunts of Tahariae.

Gold is the Light of the Knight. Clerics with gold light became clerics to protect those they love, and use the power of Tahariae for personal reasons that align with Tahariae’s ideals. Because of this personal investment, valor, bravery, and unfailing courage characterize them.

 

Colors do not have to be strictly each color; they can vary in shade, tint, and hue, but they must always be of one of those four archetypal colors. The color can change over time as a cleric's life experiences change them. Clerics who do not worship Tahariae as their patron (Yeu Rthulu and Creator clerics, for example) shall only experience their aura color when summoning light.

 

Tahariae clericism is guild-locked and requires an elder cleric to perform a ritual of connection. Yeu Rthulu clericism is not guild-locked and requires only living by the Thirty Strictures, acquired in-game.

 

Clerics can only draw power from their patron Aengul. If they were mages before becoming clerics, their Voidal magic would decrease in power immensely, and would quickly fade as the cleric grows in power. An example of this decrease would be a Tier 5 water evocationist suddenly becoming a Tier 2 in power upon connection. By the time they are a Tier 2 cleric, they would not be able to use water evocation anymore. If a cleric served another Aengudaemon or a dark force prior to becoming a cleric, their connection to the (un)holy host would need to be severed before connection to their Aengul. Characters cannot have connections to multiple patrons.

 

Clerics do not require multiple connections for each of the branches of their magic. If a cleric were only trained in one or two of the branches, then proceeded to begin learning another branch, it would take them an Elven week per tier difference to reach the tier they are in their trained branches. Thus, if a Tier 5 priest healer were to begin learning war clericism, it would take them five Elven weeks to become a Tier 5 war cleric.

 

Clerics do not suffer physical drawbacks from using their magic. They are called by Tahariae to purge evil; they cannot do that if their magic withers them, as Void magic does to its users. Yeu Rthulu, the Aengul of Contentment and Compassion, does not wish to cause harm to Her followers, so the magic does not wither them either. Their magic, however, is extremely exhausting to channel. As the cleric practices channeling their light, their connection between their Aengul and them grows, allowing them to summon more and more power without becoming overwhelmed.


Although religious sects vary in interpretation and beliefs, all Tahariae clerics must follow the Utterings of Tahariae, as given by the Prophet Braxis in Anthos and the Prophet Ashanaak in Vailor, and Yeu Rthulu clerics must follow the Thirty Strictures. If a cleric breaks one of the Utterings, they immediately cease growth in power. If a cleric is doing an especially bad job as a cleric in the eyes of the LT or MAT, or the player wants their character disconnected, Tahariae or Yeu Rthulu appears in a vision to an elder cleric with disconnection powers to inform them of the cleric's transgressions, who must then go to disconnect the cleric. Otherwise, the cleric’s failings must be discovered ICly. Disconnection is covered in-depth later.

 

Clerical Magic: Key Terms

Spoiler

Artifact: A blessed tool or object.

 

Blessing: Also known as Holy Alteration; the process of imbuing Aengulic power into objects to produce different effects that are active all the time, activated by phrase, or .

 

Component: A mundane object that has been prayed over during its creation. They are used in clerical rituals. Can be anything, from tools (like a staff or wand) to small clusters of things (like candles or small stones) to liquids (like oil or prayed-over water) or other objects (like medallions, books, or bracelets). When used in ritual, it will glow in the same light as the cleric casting.

 

Entity (Dark): Tainted or unholy creatures. Tahariae magic incinerates their flesh.

 

Entity (Gray): Mortal beings. Some war cleric spells hurt them, though not with the same effectiveness as with Dark Entities.

 

Entity (Light): Aenguls, and other holy beings.

 

Guild-locked: Magic that requires membership of a specific guild, and needs a teacher in order to acquire it.

 

Holy Magic: Magic that originates from an Aengudaemonic entity, and specializes in healing and hurting Dark Entities.

 

Innocent: A Gray Entity that does not violate any of Tahariae’s laws

 

Light: The manifestation of Aengulic power after a cleric prays. Appears in silver, white, gold, and blue for Tahariaean clerics, of a variety of different tints, hues, and shades, and in any color for clerics who do not follow Tahariae. Color aside, clerics have complete aesthetic control in its appearance.

 

Priest Healing: Healing spells of clerical magic. Aesthetic representation of these spells is exceptionally free. Tahariae and Yeu Rthulu priest healing function slightly differently, as outlined in the Priest Healing section.

 

Tahariae: The Aengul of Purity; a patron of clerical magic.

 

The Five Tenets: The first list of general commands from Tahariae to His clerics, given to the Prophet Braxis in early Anthos. Must be followed by clerics of  Tahariae.

 

The Four Revelations: The second list of general commands from Tahariae to His clerics, given to the Prophet Ashanaak in mid-Vailor. Must be followed by clerics of  Tahariae.

 

The Thirty Strictures: The commands given to mortals by Yeu Rthulu, intended to grant them a happy life. Must be followed by clerics of  Yeu Rthulu.

 

War Clericism: Offensive spells of clerical magic. Aesthetic representations of these spells is a bit more limited; the appearance of each spell cannot violate its canon appearance (the Orb of Light spell must always manifest as an orb, for example), but otherwise, the cleric can do what they wish with it.

 

Yeu Rthulu: The Aengul of Contentment and Compassion; a patron of priest healing and blessing.

 

The Utterings of Tahariae

Spoiler

 

Assembled and Recorded by the Prophet Ashanaak in Vailor

 

The Five Sacred Tenets of Tahariae

 

As Recorded by the Prophet Braxis in early Anthos:

 

(I) Shelter and protect thy brethren.

(II) Cannot stray from thy faith.

(III) Shall guide the lost.

(IV) Shall not kill, harm, or spill the blood of the innocent.

(V) Abuse of thine gift and punishment shall fall to you.

 

As Interpreted by the High Priest Heshakomeu Sohae in late Athera:

 

(I) Shelter and protect thy brothers and sisters in Tahariae.

(II) Do not stray in thy dedication to Tahariae.

(III) Guide and protect the Descendants of the Four against the Impure.

(IV) Do not spill the blood of the innocent.

(V) Do not use Tahariae's blessing for anything other than His will.

 

The Four Revelations

 

As Recited through the Prophet Ashanaak by the Blessed Aengul of Purity, Tahariae, between the years 1436 and 1442:

 

The Revelation of Judgment: The Apokalytiria

 

I am the Glory of the Rising Sun. I am the Bringer of Light. I am the Lord of Purity and the Archon of Justice. I am the Vehement Lord. I am Tahariae. Witness Me, Ashanaak, My Chosen Prophet. Witness Me.

 

I, the Divine Stag, He Who Walks in Pure Light, the Great Purge, have merely watched My Servants for too long. You have Divided, and Divided you shall fall. You failed to Understand the Mission I had given to you, and so you have deteriorated into mere wandering healers and warriors who know only my Blessed Name. Your mockery of Faith and Piety offends Me, and so I return once more. Witness Me, Ashanaak, My Chosen Prophet. Witness Me.

 

The Revelation of Wisdom: The Eight Woes

 

And now, my Chosen Prophet, recite My Sacred Words to thy Brothers and Sisters, or My Blessing shall be torn from their hearts for their Sins:

 

(I) Woe to those that turn against Me and My Mission, for they must be cast out of thy ranks.

(II) Woe to those who only know Me for My Blessing, and not for My Mission, and do not recognize Me and My Glory in prayer except when My power is needed.

(III) Woe to those who refuse to heal the Innocent, to return to Pure form what has been rendered Impure.

(IV) Woe to those who let the Impure, the Beings of Darkness and Evil, and the Descendants who bring harm to the Innocents, walk free when they cross thy path.

(V) Woe to those who cause harm to the Innocent, for they are those you are sworn to protect.

(VI) Woe to those who are sexually immoral, who give themselves outside of the holy bed of marriage, who dirty themselves and thus dirty the Name they represent.

(VII) Woe to those who give themselves over to perpetual drunkenness and intoxication, for they dirty themselves and thus dirty the Name they represent. Such is only acceptable in celebrations and festivities.

(VIII) Woe to those who steal, cheat, and utter vulgarities, who abuse the Innocent with their tongues and hands.

 

The Revelation of Valor: The Eight Commands

 

And now, Ashanaak, I give you these Commands. Recite My Sacred Words to thy Brothers and Sisters, that you may live a Pure life:

 

(I) Go forth, and spread not just my Light among the Descendants, but My Words and the Truth of My Glory.

(II) Go forth, and become true Clerics among the Descendants: scholars, protectors, and leaders, to guide the Innocent with words, justice, and wisdom.

(III) Go forth, and guard yourself against marriage, for service to Me demands complete and total commitment. If you do marry, do not marry those who serve Darkness and Evil, for in doing so you taint the very nature of holy matrimony.

(IV) Go forth, and kneel before Me in maniael: private prayer, gratitude, and submission before My Glory when you awake and before you sleep.

(V) Go forth, and kneel before Me in manaakh: prayer, worship, and submission in fellowship with your Brothers and Sisters in Me once each Elven year.

(VI) Go forth, and respect the fallen clerics who I have sent back to you, to listen and follow what they have returned to say. And when their wisdom has been imparted, that you will have the strength and courage to send them back to My Halls.

(VII) Go forth, and follow My Chosen Prophet, for they shall be My Light in the darkness of the world for you.

(VIII) Go forth, and in My Blessed Name, use any means necessary to bring Purity to the Taint and Darkness that has become the world. The realm must return to how it once was, when the Four once ruled in Peace and Taint had not yet manifested. Through the suffering My Mission shall bring you, remember that it is not out of Moral Good that you must do these things, but out of Necessity.

 

The Revelation of Hope: The Anachorisi


Do all that I have commanded for you to do, and do not do all I have commanded you not to do, and you shall not perish. Nay; once suffering consume you and you leave thy mortal coil, I shall welcome you into My Sacred Halls, to forever be with Me in Purity, to forever be witness to My Sacred Light, forever and ever more.

 

Connection

Spoiler

 

Connection to an Aengul is an exceptionally psychologically and physically arduous task. In doing so, the cleric commits the entirety of their life to the mission or ideals of their patron Aengul. The connected cleric also begins to lose the ability to connect to any other magical source ( though this is not immediate), such as the Void, and can draw on a patron Aengul for power. If a cleric was a mage prior to connection, they would find their Voidal powers only a quarter as strong as they were upon becoming connection, and would have disappeared entirely by the time the cleric reaches Tier 2.

 

For Tahariae clerics, a Tier 5 cleric with conceptual knowledge of the ritual must conduct a special ritual over the individual desiring to be a cleric for them to achieve connection. Tahariae clericism is guild-locked. In this ritual, the elder cleric prays to Tahariae, bestows their light on the cleric initiate, who then prays, upon which Tahariae either deems their prayer good and honest and grants them His powers, upon which the cleric chooses their light color, or denies the initiate, upon which the ritual must be performed again. This choice is entirely up to the elder cleric performing the ritual.

 

Here is an example of the connection ritual. The elder cleric has a great deal of aesthetic control, so long as it does not go against anything in the conceptual description. This is merely an example of how to go about it:


Connection - Tahariae

Spoiler

A ritual conducted by an elder cleric with a mortal desiring to become a cleric. The cleric will recite either an improvised or memorized prayer. Once they finish, the connection between themself and the patron is established and their body is flooded with holy energy, which they direct into and around the initiate’s body through willpower and conscious thought. They must then continue to pray, vouching for the initiate and explaining to Tahariae how this person shall make a good cleric. The initiate must then pray to Tahariae, and vouch for themselves and explain their reasons for pursuing clerichood. The elder cleric will then decide whether or not the initiate is connected. If they are, then the cleric OOCly chooses their aura color. An aura in the initiate’s light color will then burst into existence around the initiate, indicating Tahariae’s acceptance of the connection. The elder cleric then focuses on closing off their connection, and both lights fade. Both clerics will be quite tired.

 

The initiate is kneeled before the altar within the shrine. The master stands behind him, a beautifully-carved oaken staff topped with the figure of a stag head held in one hand. He holds the other over the initiate’s head. After a single inhale and exhale, the cleric begins:

 

“Tahariae, Vehement Lord and Sanctifier of My Soul, witness Thy followers this day.

Another of us humble mortals seeks to serve Thee, to bring Thy Vision to fruition.

Anoint us with Thy glorious presence, O Pure One.

Anoint us with Thy Blessing.”

 

As the last syllables of the cleric’s prayer roll off his lips, whispers could be heard on the very edges of the clerics’ hearing before lapis light bursts into existence around the master. The master exhales softly, and a small haze begins to form a circle around the initiate. It hovers there for only a moment before an enormous pillar of blue light bursts upwards from it, rendering the initiate only a silhouette within the lapis radiance. The pillar stretches up past the columns that surround the roofless shrine, only losing substance and fading around twenty feet above them, the top shifting and changing. The light would feel warm around the initiate, the heat slowly permeating through his skin and filling his entire being. His chest is the last place to receive the intense warmth.

 

“Tahariae, I have served Thee for many years.

I have deemed this mortal honorable and truly desiring of Purity.

Receive his prayer now, that he may please You.

Receive him in Thy Glory.”

 

The master falls silent, and after a moment of hesitation, the initiate begins to speak:

 

“O Lord Tahariae, Teacher of Necessity and the Most Pure,

I bow before you this day.

I am but a humble, undeserving of Thy blessed gaze,

And I wish to pledge myself to Thy Cause for eternity.

 

“Receive me, O Lord.

Forgive me of my transgressions against the Descendants before I knew of Thy Name.

Forgive me of my inherent unholiness, for I am a child of the curse of Iblees.

Forgive me, O Messenger of Light, and sanctify me once more.”

 

From above the clerics, the top of the pillar wavers slightly, before a pulse suddenly shoots down the pillar, an intense ring of light that rushes down. Once it reaches the initiate, silver light bursts outwards, rays of pure light shooting past the master and out past the columns. The initiate would feel the warmth suddenly intensify, and distorted images of a radiant white stag appear in his vision, a blinding light emanating from around him and his gaze unmistakably judging. The radiant pillar immediately transforms from blue to silver as well, and it rises some ten more feet in height. It remains this intense for several moments before slowly withdrawing back towards the initiate; the pillar of light slowly lowering and the explosive aura shrinking in radius. It shrinks to surround the initiate and the master, then to only surround the initiate, and finally to only emanate from his chest and the small of his back. Finally, it disappears, leaving the two clerics sweaty and breathless in the night air.

 

For Yeu Rthulu clerics, all that is needed is fervent prayer to Yeu Rthulu, and living out the Thirty Strictures. After an Elven week of doing so, the cleric may pray for connection to Yeu Rthulu. Yeu Rthulu accepts all who are capable of following Her strictures, including Taintborn and humonculi. It is not guild-locked. If successful, they are granted access to Yeu Rthulu as a patron, and may begin practicing clericism with Her as their patron. Self-teaching Yeu Rthulu clerics must have a rigorous understanding of this lore, and add two weeks to the time it takes to achieve each tier. The cleric must, of course, submit a self-taught MA.

 

Here is an example of the connection process. The cleric has a great deal of aesthetic control, so long as it does not go against anything in the conceptual description. This is merely an example of how to go about it:


Connection - Yeu Rthulu

Spoiler

The process of a mortal connecting themselves to Yeu Rthulu. The mortal must live out the Thirty Strictures of Yeu Rthulu for an Elven week before praying for Yeu Rthulu to grant the connection. To attempt connection, the mortal clears their mind of all but Yeu Rthulu, focusing solely on Her and asking for Her blessing. The player of the mortal may then determine whether or not they manage connection. If they achieve connection, their desired aura color manifests in their hands, as though they are summoning the Holy Light of Peace priest healing spell. It shall be extremely exhausting for the mortal afterwards, whether or not they receive connection, and will likely need to wait another Elven day before attempting connection again.

 

The elf kneels before the small opaque glass statuette of a woman standing tall and straight, a smile on her carved face. He exhales softly, before closing his eyes, bowing his head, and holding his hands up above his head.

 

“O Yeu Rthulu, Lady of Compassion, Teacher of Eternal Forgiveness,

I pray for Thy Blessing, that I may heal my brothers and sisters,

That I may bring peace to the troubled,

That I may show Thy holy forgiveness to those who wrong me with Thy Light.

 

“O My Lady, forgive me of my transgressions against my fellow Descendants,

For I am flawed, and I am weak.

But Thy Thirty Strictures guide my actions, O My Aengul,

And through You, I pray they also guide my heart.”

 

The elf lets out a gasp as an orange glow begins to emanate from his palms, a low hum accompanying it. His hands begin to shake beneath the radiance, and after only a moment, the light diminishes, fading out of existence. As it disappears, the elf falls to his side, his breathing rapid and hoarse and his sweat-covered face contorted in obvious pain.

 

 

Priest Healing

Spoiler

cleric001.jpg

From https://ironbombs.wordpress.com/2011/09/07/dd-class-roles-the-fighter-2/

 

 

Summoning the Light of the Priest Healer

Spoiler

The light of a priest healer is controlled and subdued, a restraint of Aengulic power. This restraint allows it to be more moldable and useful than that of a war cleric’s, albeit not causing any harm to those it comes in contact with and does not contain nearly as much power. As such, the priest healing light can be held for longer, and there is a greater amount of control over how much Aengulic power a cleric has within them.

 

A priest healer summons their power through prayer and meditation on the deity they follow. Once the prayer finishes, the connection between the Aengul and cleric opens from within their chest, allowing the cleric to channel the Aengul’s energy into their body. This energy is referred to simply as “light.” How it manifests is to the discretion of the cleric; tendrils, dripping liquid, a steady radiance, whatever the player feels will bring unique and enjoyable RP. The only consistency is its incredible warmth and its glow. The cleric’s irises will also glow in the color of their aura, and the light feels incredibly warm inside their veins.

 

When a priest healer is newly connected, they’re connection is quite small, and they cannot summon as much light without it overwhelming them. As a cleric practices summoning their light, their connection widens, and their ability to endure the rush of Aengulic energy coursing through them improves as well. After reaching Tier 5, a cleric’s connection has begun to reach the limit of its capabilities.

 

Newly-connected clerics should emote their light being small, examples being lightly-glowing palms or small beams of light. Master clerics would be able to display much more power in their emotes, examples being pillars of light surrounding the patient and affecting the cleric’s surroundings as they summon their light.

 

Healing Using Aengulic Power

Spoiler

Healing using Aengulic power is quite simple in concept. A cleric focuses their power on a wound, and concentrates on what the site of the injury appeared as and how it functioned before the injury. A cleric must have a clear and detailed understanding of what they are healing in order to do the healing right; failing to properly understand a wound or ailment will result in either scarring or simply not fully healing. Greater wounds require power only attainable with larger connections, as well: muscles will require more energy to heal than a cut, bones even moreso, et cetera. Failure to have the power necessary for a healing will result in extreme exhaustion or a coma for the cleric.

 

Wavering in concentration shall also produce a similar effect. This break in concentration can occur through several means. To name a few: pain, stress, and intense sensory stimulation, like a loud noise or bright light. The more of these factors there are, the more difficult it is for a cleric to concentrate. Pain is the greatest of these; wounds that could be healed by Tier 2 clerics inflicted upon the cleric would cause immediate loss of focus for even masters of the art. Stress is a bit more forgiving; a cleric will find they are around a tier less effective than normal when in stressful situations, like in the midst of battle or after a traumatic event occurred. Sensory stimulation mainly depends on the cleric’s personal abilities: masters of priest healing will find they can tune out shouts occurring around them, whereas initiate clerics will find they will struggle to cast at all when individuals around them are even muttering.

 

Clerics have enormous creative freedom in how they RP their healing, and this freedom increases as the cleric’s magical skill increases. The light of new clerics interacting with wounds will be simple: glowing palms laid on cuts, small tendrils caressing the wound, for example. More skilled clerics will be able to display incredible light shows as they perform their healings, and have free reign to spread their light around them and their patient, with the requirement that they do not change the basic nature of each spell.

 

While the warmth of Aengulic power is intense and exhausting for a cleric to channel, it is soothing when it comes in contact with a wound. Bodily taint is the only exception to this; when healed, taint will cause incredible pain to its host.

 

Releasing Aengulic Power and Clerical Exhaustion

Spoiler

After a cleric has completed a healing, they must cut off the stream of power coursing through them. This is not an easy task; conceptually, it is like damming a rushing river. The cleric must focus solely on thinning and closing their connection. If they are too exhausted by the time they attempt this, it is very likely the cleric shall fail to maintain focus, and thus be overwhelmed by Aengulic energy until they fall unconscious, upon which the connection shall simply cut off.

 

The cleric acts as a conduit for the holy power. The energy running through the cleric is the power and being of an Aengudaemon, and being of mortal body, the power cannot be controlled easily by the cleric. The cleric would feel an intense warmth upon summoning their light, filling their veins. The longer this light is held and used by the cleric, the more exhausting it shall be (this is, of course, dependant on the cleric’s tier and skill). If held longer than the cleric can endure, they shall experience clerical exhaustion. Symptoms of clerical exhaustion include, but are not limited to, sweating, fatigue, hunger, a burning within the cleric’s veins, and dehydration. Clerics can add other symptoms if they’d like to provide a more unique post-spell experience.

 

The Differences Between Tahariae and Yeu Rthulu Priest Healing

Spoiler

The primary difference between the two Aengulic healing magics is that Tahariae priest healing is part of the overall mission of Tahariae to eradicate mortal affliction in order to establish His pure utopia, whereas Yeu Rthulu priest healing is meant to restore the body of the individual to how it once was prior to affliction, with no apparent ulterior motives involved. Tahariae seeks purity; Yeu Rthulu seeks mortal happiness.

 

Because of this, Yeu Rthulu’s light can heal any individual it comes in contact with, including tainted or unholy creatures. If the creature naturally possesses taint, then the magic will regenerate said flesh with no pain or suffering to the creature. If a person is tainted by an outside source and is suffering from it, then the light will purge the taint (which shall be as painful as healing it with Tahariae’s light). This also applies to individuals that do not possess taint, but are still negatively affected by Tahariae holy magic: Fjarrauga, humonculi (and other alchemical constructs), Voidal creatures, and other unholy entities.

 

In essence, Yeu Rthulu priest healing is not offensive whatsoever and cannot be used to intentionally cause pain, whereas Tahariae priest healing is a restrained version of war clericism light, and thus still causes pain to creatures that would be killed by holy magic.

 

Ambiguities and Necessary Notes on Priest Healing

Spoiler

All Tahariae cleric magic causes agony to unholy beings. However, the light of priest healing does not allow for them to hold contact upon the unholy creature, and the priest would almost immediately be overwhelmed by their light and rendered unconscious, as they are trying to "heal" infinite taint without sufficient power. The same result would occur if a priest healer attempted to use their magic on the creations and magic of unholy entities. This does not apply to Yeu Rthulu clerics, whose light would simply wash over the entity.

 

The only tainted beings that can be healed by Tahariae clerics are Shades, Taintborn, and Fjarrauga, but their wounds are far more difficult for a cleric to heal than a normal mortal’s. The Shade would feel noticeable discomfort at the presence of the light and a cleric would be half as effective healing them as a Descendant (you tire twice as fast while healing the same injury), and Frost Witches and Taintborn would feel incredible burning pain while a cleric would be a fourth as effective healing them (you tire four times as fast while healing the same injury). This does not apply to Yeu Rthulu clerics, who would be able to heal these entities without further difficulty or causing pain.

 

Tethers created through soul puppetry can be removed in the same way a curse is as a priest healer. The connection between a soul puppet and the victim forged by a soul puppeteer is a curse, and is broken by operating on the victim (not the puppet, but if that is located, it can be destroyed with war cleric magic). Newly-born shades require a war cleric magic to exorcise, as does ghost possession. These would be done at great pain to the host.

 

The Spells of Priest-Healers

Spoiler

Here are descriptions of each tier, or markers in a cleric’s power, with the length of time a cleric would be considered a specific tier. They are accompanied by a list of spells clerics can learn at each tier, which are described in the form of roleplay scenarios. These scenarios represent the bare minimum of detail a cleric should be providing in their emotes! Write out your prayers, get creative with your RP, and make cleric magic EXCITING. Describe the hum of the energy as it coalesces into your palms; have your light manifest in tendrils that rush down your arm; have wind suck in towards you when you summon energy; throw in tools and candles and chants into your RP; bring in the sounds wounds make as they seal. You're summoning and using the power of a god. Make sure your emotes reflect that!

 

Use the five D’s: Detail, detail, detail, detail, and detail.

 

Clerics can emote their magic however they wish, so long as it is not powergaming and purely aesthetic; the scenarios described are only examples of how to describe manifestation of light and healing.

 

On Power Progression

Spoiler

Cleric magic does not work in a tier system, where a cleric feels a tremendous rise in power after a certain amount of time. It is, instead, a gradual growth in power. The speed of this rise in power is determined between the cleric and their student, but example lengths of time are listed under each tier. The tiers are used to mark specific points in their growth where they have adequate skill to learn certain spells. Power progression does not end after reaching Tier 5; someone who has been a cleric for a year will be a far better healer than a cleric who just reached Tier 5. Someone who just reached Tier 4 will be a poorer healer than someone who is almost to Tier 5.

 

When the cleric first enters into a tier, all the spells listed for that tier will be exceptionally exhausting for them. However, with practice, the cleric will be able to manage them easier. A Tier 4 cleric, for example, would struggle to heal just one bone after only just entering into Tier 4. However, by the time they are halfway-progressed through the Tier 4 mark, they would be able to operate on several bones before becoming overwhelmed, and as they approached becoming a Tier 5 cleric, they would be able to operate on a multitude of bones before becoming overwhelmed.

 

A cleric can teach themselves spells, with several requirements. First, they must add two weeks for each tier progression. They must also have a proper understanding of the wound and what they are healing, as with all cleric magic. OOC contact with a fellow cleric is strongly encouraged, and a rigorous understanding of this lore is required.

 

Newly-Connected

3 days

Spoiler

This is just after establishing the first connection to Tahariae. Connecting is exceptionally difficult; holding it without it overwhelming the cleric is nigh impossible after the first Elven day. By the end of three Elven days (three IC months), the new cleric would be competent at holding the light, and could do so successfully for a brief period of time.

 

This is just after establishing the first connection to Tahariae. Connecting is exceptionally difficult; holding it without it overwhelming the cleric is nigh impossible after the first Elven day. By the end of three Elven days (three IC months), the new cleric would be competent at holding the light, and could do so successfully for a brief period of time.

 

Holy Light of Peace

Spoiler

A simple spell that summons Aengulic power in the form of radiant light. The cleric will recite either an improvised or memorized prayer. Once they finish, the connection between themself and the patron is established and their body is flooded with holy energy, which emanates from their body in the color of their aura. With practice and focus, the power can be concentrated to specific points in the cleric's body, like their hands. This is the base spell upon which all priest healing spells are built off of. To end the spell, they simply focus on closing their connection, and the light disappears.

 

Benjamin closes his eye, bows his head, and begins to whisper an obviously-memorized prayer to Tahariae:

 

“Tahariae, oh Blessed One, Aengul and Lord of Purity,

I bow before Thy glory.

I am but mortal dust, yet You have chosen me to do Thy will,

And I am honored to fulfill it.”

 

As he reaches the end of the prayer a silver glow emanates from around his hands. The radiance remains for several seconds, his breathing careful and deliberate, before the light begins to fade. After a few moments, the light is gone, leaving Benjamin to fall upon the wooden floor of his house, his face drenched in sweat and his breathing quick and ragged.

 

 

Tier 1 - Initiate

3 weeks

Spoiler

Now that the cleric has some control over the light, they can begin to use it for healing. Small, shallow cuts no longer than three inches and bruises are all they can handle at this point. A Tier 1 cleric would likely be able to heal only one or two bruises or cuts before exhaustion would overwhelm them. The Guiding Light spell could also be summoned as the magical equivalent of a hands-free torch. Taint, too, being something clerical light has a natural ability to fight, could be introduced at this stage. No more taint than half an arm, on land and in the body would be able to be purged by a cleric of this caliber.

 

Heal Light Wounds - Bruising

Spoiler

A simple healing spell that heals bruises. The cleric will recite either an improvised or memorized prayer. Once they finish, the connection between themself and the patron is established and their body is flooded with holy energy, which they direct into the bruise through willpower and conscious thought. While the light fills the bruise, the cleric focuses on returning the site to how it was before the wound was inflicted. The bruise will shrink and disappear. Unpracticed clerics may leave a discolored mark once they are done. To end the spell, they simply focus on closing their connection, and the light disappears.

 

Heshakomeu closes his eye and holds a hand over the swollen purple and blue mass on his bicep before he begins to whisper a prayer:

 

“Tahariae, oh Blessed One, Aengul and Lord of Purity,

I bow before Thy glory.

I am but mortal dust, yet You have chosen me to do Thy will,

And I am honored to fulfill it.”

 

As the last syllables of the prayer roll off his lips, a blue glow bursts into existence around his palm. He lowers it to his arm, and exhales softly as it fills with warmth.

 

Slowly, the bruise begins to fade, leaving only a slightly discolored mark where it once was. After only a few moments, it is as if it never existed. The elf takes in a deep breath, and, as he exhales, the glow around his palm fades out of existence, the warmth withdrawing from the site of the bruise. By the time the last of his breath peters out, the light is gone. The priest hangs his head, focusing only on breathing and remaining conscious, and blinking whenever sweat falls from his forehead into his eye.

 

Heal Light Wounds - Flesh

Spoiler

A simple healing spell that heals cuts. The cleric will recite either an improvised or memorized prayer. Once they finish, the connection between themself and the patron is established and their body is flooded with holy energy, which they direct into the cut through willpower and conscious thought. While the light fills the cut, the cleric focuses on returning the site to how it was before the wound was inflicted. The cut will knit together and seal. Unpracticed clerics may leave a thin scar once they are done. To end the spell, they simply focus on closing their connection, and the light disappears.

 

Benjamin holds his finger up, on which is a very small cut. He closes his eyes, takes in a careful, calming breath, then begins to whisper:

 

“Tahariae, oh Blessed One, Aengul and Lord of Purity,

I bow before Thy glory.

I am but mortal dust, yet You have chosen me to do Thy will,

And I am honored to fulfill it.”

 

As he finishes the prayer, silver light grows around him, becoming a steady bright glow. He exhales slowly, and the light concentrates and intensifies around the cut, simultaneously dimming from around the rest of his body. Slowly, the cut begins to seal; after several seconds, the cut is gone.

 

Benjamin lets out a gasp before regaining a steady breathing tempo, and turns his focus instead to cutting off the energy flowing through him. As he breathes, the light steadily fades from around him, until finally it disappears, leaving nothing but a thin scar. The human falls backwards against his wall, each breath loud and strained, and his forehead covered in sweat. Only a thin gray line of scar tissue if visible on Benjamin's fingertip.

 

Guiding Light

Spoiler

A simple spell used to create a small floating light around two inches in radius that provides as much light as a torch. The cleric will recite either an improvised or memorized prayer. Once they finish, the connection between themself and the patron is established and their body is flooded with holy energy, which they direct into a small orb through willpower and conscious thought. They then focus on closing their connection, reducing it to only a small trickle, just enough to fuel the floating orb. Through willpower and conscious thought, the orb is directed anywhere in a five-foot radius around them; any further, and the orb would lose shape and dissipate. At Tier 1, it could be held for thirty minutes. With each rise in tier, the light can be held for twice the amount of the tier before it (1 hour for a Tier 2, 2 hours for a Tier 3, 4 hours for a Tier 4, et cetera) before the cleric is too exhausted to retain the shape of the light. To end the spell, they simply focus on closing their connection, and the orb disappears.

 

Heshakomeu closes his eye, bow his head, and begins to whisper:

 

“Tahariae, oh Blessed One, Aengul and Lord of Purity,

I bow before Thy glory.

I am but mortal dust, yet You have chosen me to do Thy will,

And I am honored to fulfill it.”

 

While he prays, he slowly raises one palm. As the last syllables roll off his lips, a small blue light slowly grows into existence around his palm. Slowly, a tiny sphere of light, barely more than a few inches in diameter, lifts and separates from the glowing palm. Heshakomeu lets out a low exhale; the glow around his palm disappears, leaving only the tiny hovering ball of light, which illuminates the dark cave around him in blue light. He nods once before heading off down the tunnel, the tiny light bobbing beside his shoulder.

 

Purge Taint - Land

Spoiler

This is less-so a spell as it is a natural aspect of holy light. Light is naturally drawn to consume darkness, becoming both an incredibly useful and incredibly dangerous aspect of clerical magic. It is useful because it is one of the most effective tool for destroying taint; it is dangerous because the pull of holy magic widens the cleric’s connection automatically to purge what it has come in contact with. The cleric must focus not on purging the taint, but on the connection and being able to close it before the cleric is overwhelmed by the sheer amount of holy energy running through them. To end the spell, they simply focus on closing their connection, and the light disappears.

 

Benjamin kneels in front of the small pile of tainted dirt. He raises one hand, fingers twitching slowly as he speaks his prayer aloud.

 

“Tahariae, oh Blessed One, Aengul and Lord of Purity,

I bow before Thy glory.

I am but mortal dust, yet You have chosen me to do Thy will,

And I am honored to fulfill it...”

 

The rest of prayer is lost in fervent mumbling; a silvery light begins to flicker in his hand, a wavering light, that quickly thickens and brightens into a warming film across his palm. He bows his head as he presses the palm against the dirt. His brow creases as he works, the light continuing to thicken around his palm whilst working its’ way up his arm to surround the taint. A noxious smell of death and decay begins to emanate from the soil as the taint visibly burns away under the intensity of the light. The silver light reflects off a thick sheen of sweat accumulating on his brow. This continues for some minutes before the taint dwindles to nothing. The cleric falls onto his back with a pained, but at least content expression, the light fading out with the ending of his prayer and his head nodding to an unseen watcher.

 

Purge Taint - Flesh

Spoiler

This is less-so a spell as it is a natural aspect of holy light. Light is naturally drawn to consume darkness, becoming both an incredibly useful and incredibly dangerous aspect of clerical magic. It is useful because it is one of the most effective tool for destroying taint; it is dangerous because the pull of holy magic widens the cleric’s connection automatically to purge what it has come in contact with. The cleric must focus not on purging the taint, but on the connection and being able to close it before the cleric is overwhelmed by the sheer amount of holy energy running through them. Because the taint is rooted so deeply in the body, it causes significant burning pain to the patient when purged, enough to illicit vocal response and involuntary movements. To end the spell, they simply focus on closing their connection, and the light disappears.

 

Benjamin kneels in front of the woman's forearm, on which small black spots and faint dark lines trace her veins. He raises one hand, fingers twitching slowly as he speaks his prayer aloud.

 

“Tahariae, oh Blessed One, Aengul and Lord of Purity,

I bow before Thy glory.

I am but mortal dust, yet You have chosen me to do Thy will,

And I am honored to fulfill it...”

 

The rest of prayer is lost in fervent mumbling; a silvery light begins to flicker in his hand, a wavering light, that quickly thickens and brightens into a warming film across his palm. He bows his head as he presses the palm against the arm. Almost immediately, the woman's eye widens, and she lets out a loud scream, squirming and writhing under Benjamin's hand. His brow creases as he works, the Light continuing to thicken around his palm whilst working its’ way up her arm, pushing it through her veins. The weight and pain the taint would have had in her veins disappears in the lights burning wake, replaced only with relieving warmth. As he reaches her elbow to purge the last of the taint, his hands are shaking profusely.

 

And then, suddenly, it is over. The cleric falls onto his back with a pained, but at least content expression, his Light fading out with the ending of his prayer and his head nodding to an unseen watcher.

 

 

Tier 2 - Apprentice

5 weeks

Spoiler

The cleric has now achieved better control of their powers, allowing them to heal larger flesh wounds, such as those made by sword cuts. They could begin learning how to seal muscle as well as flesh, though this would be very difficult, and a wound involved severed muscle would likely be the only wound the cleric could heal that day. They would also begin learning how to diagnose injuries with their light. At this point, a cleric would have to begin studying basic anatomy, to properly understand how muscles function and how one could properly fix them if they are torn. Taint would be easier to purge at this stage as well. A patch of taint around the size of a full arm, on land and in the body, could be purged by a cleric of this caliber.

 

Heal Medium Wounds - Muscle

Spoiler

A slightly more complex spell. This spell requires study and understanding of basic anatomy and structure of muscles. With that knowledge, a cleric can heal torn muscle. The cleric will recite either an improvised or memorized prayer. Once they finish, the connection between themself and the patron is established and their body is flooded with holy energy, which they direct into the wound through willpower and conscious thought. They must then focus on all they know about the structure of a proper muscle. As they focus, the light shall reflect what the cleric wants, and the wound shall slowly seal. With unpracticed hands, this will likely leave a small scar. To end the spell, they simply focus on closing their connection, and the light disappears.

 

Heshakomeu kneels down beside an injured human warrior lying on an operation table. A gash runs lengthwise across his chest. The priest lets out a sigh before closing his eye and holding the head of his staff over the wound. Slowly, carefully, he begins to recite a prayer. As he does, a faint blue haze begins to grow around Heshakomeu, barely visible in the torchlight…

 

“Tahariae, oh Blessed One, Aengul and Lord of Purity,

I bow before Thy glory.

I am but mortal dust, yet You have chosen me to do Thy will,

And I am honored to fulfill it.”

 

The moment the prayer finishes, a brilliant blue glow erupts around him. The priest takes in a deep inhale before slowly expelling the breath in a very deliberate exhale. The glow begins to fade from around his body and grows around the staff head. He lowers the staff head to touch one corner of the cut, and the human lets out a small gasp at the sudden soothing warmth that fills the wound. Heshakomeu slowly moves the staff down the large serration; its path leaves a line of silver scar tissue.

 

After a few moments, the staff has reached the other end of the wound, which is now nothing more than a thick gray line. The priest raises the staff, the glow around which is already fading. By the time the staff is vertical again, the glow has disappeared. Heshakomeu mutters a small prayer of thanks to Tahariae before collapsing into a nearby stool, wiping off the sweat that has accumulated on his forehead as he does.

 

Searching Light

Spoiler

Like taint healing, this is not so much a spell as it is utilizing Light’s natural tendency to be drawn to wounds. The cleric will recite either an improvised or memorized prayer. Once they finish, the connection between themself and the patron is established and their body is flooded with holy energy, which they direct into the patient’s body through willpower and conscious thought. The light is pulled towards sites of injury or other impurities within the body, so the cleric can identify what needs healing. To end the spell, they simply focus on closing their connection, and the light disappears.

 

Heshakomeu closes his eye, takes in a deep breath, then slowly exhales. He holds a palm over the chest of the man lying in front of him, face contorted in pain, and slowly begins a careful and well-enunciated prayer:

 

“Tahariae, oh Blessed One, Aengul and Lord of Purity,

I bow before Thy glory.

I am but mortal dust, yet You have chosen me to do Thy will,

And I am honored to fulfill it.”

 

As the last syllables of the prayer roll off his lips, a brilliant blue light bursts into existence around the palm. Heshakomeu sets his hands on the chest, then directs the light within the man.

 

Immediately, the man would feel warmth permeate through his skin and rush into his chest. It surrounds the source of his pain, in his left ribcage, which briefly subdues. With a long inhale from the cleric, the light retreats from the body and recondenses around his hands. The man would feel the warmth retreat from within his chest, and the pain returns. Heshakomeu wipes off the sweat that has accumulated on his brow, then looks down at the man. “You have a broken rib. We shall get that binded.” The man gives a slow nod, and the priest stands to fetch a roll of bandages.

 

 

Tier 3 - Practiced

7 weeks

Spoiler

The cleric is now a competent healer. Any wounds that could be tended to by a medic on the battlefield can be done by a cleric at this level of power. They can now learn how to cure poisons, cleanse water of impurities (such as diseases, small parasites, and poison), and calm or energize mortals using the light of Tahariae. Flesh wounds are also easier; large cuts that have taken out muscle, such as a sword or spear wounds, are able to be healed by the cleric without being overwhelmed. They could only purify enough water to fill a glass, and a small area around the cleric in air. Taint purging is increasingly less draining. Enough taint that would cover a two arms, on land and in the body, could be purged.

 

Palm of Cleansing - Water

Spoiler

Like taint cleansing and Searching Light, this is not so much a spell as utilizing light’s natural cleansing capabilities. The cleric will recite either an improvised or memorized prayer. Once they finish, the connection between themself and the patron is established and their body is flooded with holy energy, which they direct into water through willpower and conscious thought. Dirt, poisons, and taint will burn away. To end the spell, they simply focus on closing their connection, and the light disappears.

 

Benjamin closes his eyes and whispers a small prayer:

 

“Tahariae, oh Blessed One, Aengul and Lord of Purity,

I bow before Thy glory.

I am but mortal dust, yet You have chosen me to do Thy will,

And I am honored to fulfill it.”

 

As soon as the prayer finishes, a silver glow steadily grows around one of his hands. He dips a finger into the glass of river water in front of him, inside which several tiny unidentifiable things can be seen floating, and slowly swirls. As his finger moves through the water, the glow expands, filling the water in silvery light. After several seconds of turning the water, he withdraws his finger, the light recondensing around his hand. He exhales slowly, and the light begins to fade; as the last of his breath leaves his lungs, the light is gone.

 

Palm of Cleansing - Air

Spoiler

Like taint cleansing and Searching Light, this is not so much a spell as utilizing light’s natural cleansing capabilities. The cleric will recite either an improvised or memorized prayer. Once they finish, the connection between themself and the patron is established and their body is flooded with holy energy, which they direct into air through willpower and conscious thought with whatever aesthetics they wish. Dirt, poisons, ash, taint, and other impurities in the air that would cause harm to people will be pushed outwards, away from the light, creating a small area of around three feet around the cleric devoid of aerial impurities. This could be held for approximately fifteen minutes. To end the spell, they simply focus on closing their connection, the light disappears, and whatever aerial impurities remain in the area will return.

 

As volcano ash streams down around him, Benjamin closes his eyes and whispers a small prayer:

 

“Tahariae, oh Blessed One, Aengul and Lord of Purity,

I bow before Thy glory.

I am but mortal dust, yet You have chosen me to do Thy will,

And I am honored to fulfill it.”

 

As soon as the prayer finishes, a silver glow steadily grows around one of his hands. He raises the radiant hand into the air, and immediately the volcano ash is pushed away, forming a dome of clear air around Benjamin. Slowly, the cleric begins to trudge down the mountain, taking in deep breaths as he walks.

 

Calming Light

Spoiler

A spell that bestows feelings of peace and sleepiness upon those it is cast on. The cleric will recite either an improvised or memorized prayer. Once they finish, the connection between themself and the patron is established and their body is flooded with holy energy, which they direct into the patient’s body through willpower and conscious thought. They must then focus on their memories of the calmness right before sleep, or of herbs that administer a sedating effect. The patient is filled with feelings of numbness, warmth, and sleepiness. After around half a minute of prolonged contact, the patient will fall into a deep slumber.

 

Heshakomeu grips his ironwood staff with both hands, holding the staff towards the struggling bandit on his knees, restrained by three dwarves. He begins to growl a prayer, his staff raising:

 

“Tahariae, oh Blessed One, Aengul and Lord of Purity,

I bow before Thy glory.

I am but mortal dust, yet You have chosen me to do Thy will,

And I am honored to fulfill it.”

 

As he finishes, a bright blue light bursts into existence around his staff. He then gently touches it to the bandit’s chest. Immediately, he wills the light forward to fill the man’s body.

 

The bandit would feel an intense warmth fill his entire body. At first, nothing happens. Then, the bandit’s struggling begins to slow, each lunge against the arms of his restrainers coming less frequently. Heshakomeu holds contact with the bandit, taking very steady breaths as he maintains contact with the staff on the bandit. It is around thirty seconds before the bandit’s struggling finally ceases, and his eyes slowly closes. Within seconds, the bandit’s head falls forward; he is unconscious. Heshakomeu draws the light out of the bandit and around his staff again before exhaling slowly. As the breath leaves him, the light slowly fades away; as the last of his breath peters out, the light disappears entirely. Heshakomeu lets out a tired sigh and reaches up to wipe the thick amount of sweat from his brow, before continuing down the road, leaving the sleeping bandit by the roadside.

 

Light of Rejuvenation

Spoiler

A spell that energizes and rejuvenates those it is cast on. Can rejuvenate magic-users who have been overwhelmed by their magic. The cleric will recite either an improvised or memorized prayer. Once they finish, the connection between themself and the patron is established and their body is flooded with holy energy, which they direct into the patient’s body through willpower and conscious thought. They must then focus on adrenaline rushes, or of herbs that administer an energizing effect. The patient is filled with warmth, energy, and alertness. After around half a minute of prolonged contact, the patient will feel as though they have had a long night’s sleep. This spell can be used on exhausted users of magic to rejuvenate them. This does, however, come with a small price; the cleric becomes quite spent, certainly having to at least sit down and breath for a moment after completion. This becomes easier with progression through tiers, but it shall always leave a noticeable effect on the cleric. To end the spell, they simply focus on closing their connection, and the light disappears.

 

Heshakomeu sets his palm on the woman’s forehead. After completing birth, she fell unconscious; Heshakomeu could not let her drift out of life as well. After taking a deep breath, he begins to mutter a quick and fervent prayer:

 

“Tahariae, oh Blessed One, Aengul and Lord of Purity,

I bow before Thy glory.

I am but mortal dust, yet You have chosen me to do Thy will,

And I am honored to fulfill it.”

 

As soon as his prayer ends, a blue glow emanates from his palm. After around ten seconds, the eyes of  the woman blink open, her heart pounding and lungs . Heshakomeu lifts his hand, severing his hold on her and withdrawing the light. After several steady breaths, the glow around his hand fades from existence. The elf sits in the chair behind, wipes the sweat from his brow with one hand, and closes his eye to rest.

 

Cure Poison

Spoiler

A spell to eradicate poison from someone. Like taint and disease cleansing, and the Searching Light spell, this is less-so a spell as it is utilizing the natural tendency of holy light to burn away things that could be harmful to the body. The cleric will recite either an improvised or memorized prayer. Once they finish, the connection between themself and the patron is established and their body is flooded with holy energy, which they direct into the patient’s body through willpower and conscious thought. They must then run their light through the person’s body, starting at wherever the poison was administered, be it a cut or through the stomach. The effects of the poison (more lasting effects, such as internal bleeding, not immediate effects to expel the poison, such as nausea) will remain for a little while unless the cleric focuses on healing those too. To end the spell, they simply focus on closing their connection, and the light disappears.

 

Heshakomeu’s prayer is quick as he kneels over the writhing man frothing at the lips:

 

“Tahariae, oh Blessed One, Aengul and Lord of Purity,

I bow before Thy glory.

I am but mortal dust, yet You have chosen me to do Thy will,

And I am honored to fulfill it.”

 

As soon as he finishes, blue light bursts into existence around him before quickly coalescing around the hands lowering to the man’s stomach. As soon as Heshakomeu makes contact, the light swells forward to surround the man's torso. The man would feel an incredible warmth surround his body, before it permeated through the skin and quickly focuses around his stomach, a slowly-intensifying heat that begins to replace the biting pain of the poison. The radiance begins to intensify and brighten around the man's stomach; the man would feel the warmth continue to build and build, the pain from the poison continuing to diminish.

 

After a few moments, the man’s frothing and twitching stops. Heshakomeu lets out a long exhale, and the light withdraws from around the torso to coalesce around his palms once more. Slowly, the light diminishes; after a few moments, it is gone, leaving only an afterglow in his vision. Heshakomeu slowly relaxes, staring down at the unconscious, but cured, man with a satisfied expression.

 

 

Tier 4 - Adept

9 weeks

Spoiler

At this point, the cleric has truly dedicated themselves to Tahariae’s work. They are experienced healers who can heal almost any bodily injury. The cleric can now learn how to heal bones, organs, and purge disease, and the spells they have already learned grow significantly easier. It would be expected that clerics have significant anatomical knowledge at this point, so that they can adequately heal organs and purge the body of disease. With this growth in endurance and skill, a healer can purge enough taint that would cover half a body, on land or in the body.

 

However, with this greater amount of skill comes a greater amount of preparation for healings. The Aenguls demands not only prayer, but the use of mundane objects in a ritual as a further form of dedication and prayer to them. These objects, known as components, can be anything, so long as they have some sort of special role in the ritual (examples include lit candles encircling the wound, a staff, oil being poured over it, and carved stones being set on the wound) and were prayed over during their creation or preparation (the forging of a dagger, the molding of the wax into candles, the boiling of flowers in water to make oil, et cetera). When the cleric’s light is summoned, the light will manifest around the components as well (examples include the candle flames changing color, the oil glowing when it is poured, and the stones glowing faintly). Components are not consumed at the end of the spell and can be used again, unless they are an unretrievable substance, like burned wicks or poured oil, in which case the components must, of course, be replaced. The amount of components is entirely up to the discretion of the cleric, so long as it is integrated into the ritual in a legitimate, compelling, ritual-esque, and non-BS way. Components are meant to improve the roleplay experience of clerical magic for patients and bystanders, and make it more interesting. Don’t try to find loopholes and set a dirty jar on a wound and call it a component.


The cleric is also capable of using their light to soothe the minds of the insane and traumatized at this point. This spell has several requirements, however; while light is being channeled through the patient, the cleric and patient must have constant communication on the patient's issues. It is, essentially, a therapy session aided with magic. After each session, the symptoms shall lessen, and after a number of sessions decided by the players of the cleric and patient, the combined therapy and soothing energies will remove the symptoms completely. Because this spell is unique for each case and dependent on what the cleric and the patient players agree to, an emote will not be given for this spell.

 

Cure Disease

Spoiler

A spell to eradicate disease from someone. Like taint and poison cleansing, and the Searching Light spell, this is less-so a spell as it is utilizing the natural tendency of holy light to seek out and burn away disease. The cleric will recite either an improvised or memorized prayer while preparing or utilizing components. Once they finish, the connection between themself and the patron is established and their body and components are flooded with holy energy, which they direct into the patient’s body through willpower and conscious thought. They must then run their light through the person’s body, through every vein and organ, eradicating any traces of the disease. The effects of the disease will remain for a little while unless the cleric focuses on healing those too. To end the spell, they simply focus on closing their connection, typically while uttering further prayer, and the light disappears.

 

Benjamin goes to pull up a chair beside the bed of his patient, rolling up his sleeves as he flexes his fingers. He reaches inside his button-down shirt and withdraws a small pendant with the image of a stag head carved onto it. He nods once to the tired visage of his bedridden friend, before raising and tightly pressing the medallion between both his palms and bowing his head forward. In a low voice, he begins a prayer:

 

“O Tahariae, Lord of Purity, I, Thy humble mortal servant, call upon You.

Grant me Thy Light of purging and life.

Descend upon this soul and purge the blight that torments its mortal body.

May this day be a testament to Thy Glory.”

 

A faint, flickering light begins to grow at his fingertips, running with an almost liquid form down his digits. The light intensifies, its radiance obscuring his hands. He lifts both his palms, now covered in silvery brilliance and revealing the medallion covered in the same radiance, to the head of his patient, placing both lightly on his forehead. Whilst one remains there, the other, bearing the medallion, moves to roughly the centre of his chest, light flowing from both hands across his face and upper body.

 

“Wipe away the suffering that courses through these veins.

Banish blood and bile and tears and pain.”

 

The light begins to pool, thicker than the comparatively thin film that glistens about the rest of his shoulders; these are chiefly found around his nose and sinuses, and several other silver blotches can be seen above his chest.

 

“It is only through Thy grace, O Lord, that such is possible.

May this day be a testament to Thy Glory.”

 

Benjamin remains like this for several minutes, opening his eyes every so often to check the state of his patient. Where his breathing was laboured before, it strengthens and slows, coming with easy regularity.

 

“For it is through Thy light that peace is found.

It is through Thy light that suffering ends.

It is through Thy light that purity is brought.

May this day be a testament to Thy Glory.”

 

It is at this point that the cleric raises his hands, ever so slowly, withdrawing his Light. His patient lets out a whimper, rolling his head away from the cleric. A thin sheen of sweat across his brow, Benjamin clasps his hands back together, the medallion between them, and he prays quietly in thanks

 

Heal Greater Wounds - Organs

Spoiler

A difficult spell used to mend torn or dysfunctioning organs. This spell requires a mastery of anatomy, and careful study of every organ, in order to mend the organ properly. If the cleric projects a wrong image of what the organ should appear like and how it should function, the organ will heal partway or not at all. The cleric will recite either an improvised or memorized prayer while preparing or utilizing components. Once they finish, the connection between themself and the patron is established and their body and components are flooded with holy energy, which they direct into the patient’s body through willpower and conscious thought. The cleric then focuses on all they know about the nature of the organ while utilizing components: how it should function, what to correct in its injured state, how it should appear, et cetera. The organ will then slowly shift to fit this image, the holy power correcting and healing it. To end the spell, they simply focus on closing their connection, typically while uttering further prayer, and the light disappears.

 

Benjamin runs to grab a towel, bringing it back before wrapping it behind the heavily bleeding soldier; he blinks several times before turning to carefully inspect the wound, just above his waist region. His fingers make several measurements before he seems to come to a conclusion on the exact location of the wound. He then withdraws a small, ornate bottle from his robes and uncorks it before setting it on the bedside table. The scent of rose and cinnamon rises from it.

 

As he adjusts his robes, he carefully raises both hands over the wound; his breathing slows, brow creasing as he closes his eyes.

 

“O Tahariae, Lord of Purity, I, Thy humble mortal servant, call upon You.

Grant me Thy Light of grace and restoration.

Ignore not the pain and suffering of the Descendants caused by the impurity of this realm.

May this day be a testament to Thy Glory.”

 

Silver light begins to form at his fingertips, writhing as if living; the cleric grimaces at this, trying once more to calm himself and his light. As more glimmering silver comes to life in his hands, he takes hold of the open bottle; its various etchings and designs suddenly illuminate in the same silver light that surrounds his hands. He then positions it over the wound and slowly tips it; liquid emanating silver radiance trickles out, pouring down to cover the wound. Several tendril-like limbs seem to form within the swirling mass of power, and reach inside the open flesh. The soldier would feel an incredible warmth permeate into the wound, immediately replacing the pain with relieving heat.

 

“Reach down, O Lord, and wipe clean these wounds.

Allow me to use Thy light to do Thy pure and holy work.”

 

The blood begins to slow in its exit of the wound, not yet stopping entirely. Several beads of sweat form on the clerics brow, already appearing exceptionally exhausted. Slowly, Benjamin lifts the bottle, ending the trickle of liquid light, and sets the bottle back down on the bedside table, and he lowers both hands over the wound. His fingertips begin to move back and forth with a meticulous care, sometimes touching the skin directly but generally hovering just above it.

 

“Restore flesh and bone and blood and life with Thy holy light.

May this day be a testament to Thy Glory.”

 

Time passes as he continues to work, blood continuing to dwindle at the touch of silver, and flesh begins to seal the area shut. The soldier groans deeply, coughing heavily; the warmth within his torso continues to increase as Benjamin holds the light within the wound. Finally, with a final tremor running through Benjamin’s arms, the wound seals, leaving only a thin line of scar tissue. He takes in a deep inhale, then releases the breath; as he exhales, the light slowly lifts off. The soldier would feel the intense warmth suddenly diminish, then lift from within his torso.

 

“For it is through Thy light that peace is found.

It is through Thy light that suffering ends.

It is through Thy light that purity is brought.

May this day be a testament to Thy Glory.”

 

The cleric leans back as the last of his silver retreats. “It… It is done,” he manages to utter. He breaths quickly and shallowly, resting both palms behind him as he swallows air with almost ravenous hunger.

 

Heal Greater Wounds - Bone

Spoiler

A difficult spell to mend broken bones. This spell requires a mastery of anatomy, and careful study of every bone, in order to mend bones properly. If the cleric projects a wrong image of the bone, the bone will heal partway or not at all. The cleric will recite either an improvised or memorized prayer while utilizing or preparing components. Once they finish, the connection between themself and the patron is established, and their body and components are flooded with holy energy, which they direct into the patient’s body through willpower and conscious thought. The cleric then focuses on all they know about the nature of the bone: how it functions and fits in with the muscle surrounding it, what to correct in its injured state, how it should appear, et cetera. The bone will then slowly shift to fit this image, the holy power correcting and healing it. To end the spell, they simply focus on closing their connection, typically while uttering further prayer, and the light disappears.

 

Heshakomeu closes his eye, bows his head, and slowly lowers his staff over the wound. Once the head of the staff is hovered over the leg of the elven child on his altar, which is covered in bruises, the priest begins to pray. As he does, a thin blue haze grows around him, barely visible in the torchlight.

 

“O Tahariae, Lord of Purity, I, Thy humble mortal servant, call upon You.

Grant me Thy Light of grace and restoration.

Ignore not the pain and suffering of the Descendants caused by the impurity of this realm.

May this day be a testament to Thy Glory.”

 

As he finishes, a vibrant blue light bursts into existence around him. He exhales slowly, and the light rushes down his arm to condense around his staff.

 

He lowers his staff until the staff head makes contact with the broken leg. Almost immediately, the child's tense expression relaxes as the pain from the leg is replaced by soothing warmth.

 

“Reach down, O Lord, and wipe clean these wounds.

Allow me to use Thy light to do Thy pure and holy work.”

 

Several audible clicks and creaks and be heard, and the incredible bruising covering the leg begins to fade.

 

“Restore flesh and bone and blood and life with Thy holy light.

May this day be a testament to Thy Glory.”

 

With a final click, the leg ceases in its independent adjustments, and the bruising around the site of the break has faded into sporadic mere discolored splotches. The priest raises his staff away from the leg, and the blue radiance lifts with it; the warmth withdraws from within the child’s leg.

 

“For it is through Thy light that peace is found.

It is through Thy light that suffering ends.

It is through Thy light that purity is brought.

May this day be a testament to Thy Glory.”

 

The blue glow fades from around his staff and body. After the four lines are finished, the room has returned to its usual level of lighting; there is no trace of the previous blue radiance. “So Glory has been brought this day,” whispers Heshakomeu, and he lowers himself into the seat behind him to rest.

 

 

Tier 5 - Master

Spoiler

The cleric is at the end of their education. They have the strength to perform any spell (although they will have difficulty doing some of them on their own). At this point, the simple directing of their thoughts to Tahariae is all that is needed to summon Tier 1 priest healing spells (but prayer is still necessary to summon the quantities of light necessary for larger healings). Taint purging, regeneration of limbs, and the banishing of curses are the responsibility of these adept clerics. These spells are the apex of their ability; no matter how old a cleric, these spells that fight darkness directly and pull flesh, blood, and cartilage out of Aengulic light will exhaust clerics, and likely be the only spell they can do that day. This is not, however, the end of their growth as clerics in channeling their power. They shall grow in power slowly, gradually finding their spells to be easier as they continue to practice with their light. A cleric can now purge enough taint that would cover an entire body with their light.

 

However, with this greater amount of skill comes a greater amount of preparation for healings. The Aenguls demand not only prayer, but the use of mundane objects in a ritual as a further form of dedication and prayer to them. These objects, known as components, can be anything, so long as they have some sort of special role in the ritual (examples include lit candles encircling the wound, a staff, oil being poured over it, and carved stones being set on the wound) and were prayed over during their creation or preparation (the forging of a dagger, the molding of the wax into candles, the boiling of flowers in water to make oil, et cetera). When the cleric’s light is summoned, the light will manifest around the components as well (examples include the candle flames changing color, the oil glowing when it is poured, and the stones glowing faintly). Components are not consumed at the end of the spell and can be used again, unless they are an unretrievable substance, like burned wicks or poured oil, in which case the components must, of course, be replaced. The amount of components is entirely up to the discretion of the cleric, so long as it is integrated into the ritual in a legitimate, compelling, ritual-esque, and non-BS way. Components are meant to improve the roleplay experience of clerical magic for patients and bystanders, and make it more interesting. Don’t try to find loopholes and set a dirty jar on a wound and call it a component.

 

A note on reconnection: Body parts cannot be connected if they were not originally yours. Clerics cannot replace your removed eye with someone else's eye, for example. Priest healing is the restoring of the site of injury to how it was before the injury; the eye was not there before, so the body will reject it in the same manner as when a cleric regenerates something after an Elven week. Clerical healing is not some sort of holy cauterizer and should not allow you to create Frankenstein-esque creatures made from the pieces of other people.

 

Heal Major Wounds - Regeneration of Extremities

Spoiler

An extremely difficult spell reserved for masters of the art of healing. This takes years of study of the most complex and delicate parts of a body, such as eyes and eardrums, to be able to properly heal it. The cleric will recite either an improvised or memorized prayer. Once they finish, the connection between themself and the patron is established and their body is flooded with holy energy, which they direct into the patient’s body through willpower and conscious thought. The cleric then focuses on all they know about the nature of the extremity: how it is supposed to function, what to correct in its injured state, how it should appear, et cetera. The extremity will then slowly shift to fit this image, the holy power correcting and healing it. The regenerated extremity will bear sporadic glyphs and designs, akin to blessed objects, an eternal mark of Aengulic assistance. To end the spell, they simply focus on closing their connection, typically while uttering further prayer, and the light disappears.

 

After the last of the acid is wiped away, Heshakomeu holds the head of his staff over the burnt eye of the whimpering female elf. He releases a long exhale before he begins to mutter. As he does, a faint blue haze begins to gather around him, barely visible in the torchlight…

 

“O Tahariae, Lord of Purity, I, Thy humble mortal servant, call upon You.

Grant me Thy Light of grace and restoration.

Ignore not the pain and suffering of the Descendants caused by the impurity of this realm.

May this day be a testament to Thy Glory.”

 

As the last syllables of the prayer roll off his lips, lapis light erupts into existence around him. His free hand reaches within his robes, and he withdraws a silver medallion with the image of a stag etched into it, which he raises into the air. Another inhalation and exhalation carries the light down his arm to coalesce around his staff and the medallion, and down into the empty socket. The elf’s whimpering fades and ceases as the warmth of cleric’s light replaces her pain.

 

“Reach down, O Lord, and wipe clean these wounds.

Allow me to use Thy light to do Thy pure and holy work.”

 

Slowly, the light grows denser over the destroyed part of the eye. The more intense light slowly turns into white flesh, the burned tissue transforming into new white tissue.

 

“Restore flesh and bone and blood and life with Thy holy light.

May this day be a testament to Thy Glory.”

 

By the time he finishes the third line of the hymn, the eye is now the correct, round, whole shape, and a small dot in the front has begun spreading to create the iris and pupil; the end of the fourth line reveals a complete eye beneath the blue and silver radiance, nearly identical to the one on the other side of the injured elf’s face save several miniscule markings along the outside of part of her iris. Heshakomeu shudders as the eye completes itself before slowly raising the staff back to its vertical position in front of him and dropping the medallion, allowing it to return to hanging on the front of his robes.

 

With a shaking voice, Heshakomeu continues:

 

“For it is through Thy light that peace is found.

It is through Thy light that suffering ends.

It is through Thy light that purity is brought.

May this day be a testament to Thy Glory.”

 

As he prays, the blue luminance slowly begins to fade, returning to a mere haze. By the time he finishes the hymn, the light has disappeared entirely, returning the small room to the luminescence of only torchlight. Heshakomeu shudders again, and collapses over the table the female elf lies on, gripping the side of it to keep him steady as exhaustion consumes him. The female elf slowly reaches up to touch just under her eye, and a small smile spreads across her face. “I… I can see,” she whispers.

 

Heshakomeu only manages a small, worn nod.

 

Heal Major Wounds - Reattachment of Limbs

Spoiler

An extremely difficult spell reserved for masters of the art of healing. This takes an incredible and clear understanding of anatomy, enough to visualize any part of the body flawlessly and with perfect clarity, to be able to properly heal it. First, components will be arranged and prepared for the ritual. The cleric(s) will then recite either an improvised or memorized prayer. Once they finish, the connection between themself and the patron is established and their body is flooded with holy energy, which they direct into the patient’s body through willpower and conscious thought. The cleric then focuses on all they know about the joint or location where the limb was severed at: how it is supposed to function, how the cartilage, muscle, and bones fit together, how it should appear, et cetera. Skin, muscle, and bone will slowly stretch across the site of severation and bring the limb into whole form again, the holy power correcting and healing it. To end the spell, the cleric simply focuses on closing their connection, typically while uttering further prayer, and the light disappears. Post-healing effects are also unique and vary depending on what the patient’s player wants; the limb may be dead for a set amount of time, may experience odd twitching, may move slower, may feel alien to the character, may require rehabilitation to return to its former abilities, or may be completely fine after the spell and have no negative effects whatsoever.

 

Heshakomeu lights the last of the four candles encircling the prone half-elf’s stump wrist and severed hand, before taking hold of his staff and holding the head of his staff over it. He takes in a deep breath, then slowly releases it before beginning a prayer. As he does, a faint blue haze begins to gather around him, barely visible in the torchlight.

 

“O Tahariae, Lord of Purity, I, Thy humble mortal servant, call upon You.

Grant me Thy Light of grace and restoration.

Ignore not the pain and suffering of the Descendants caused by the impurity of this realm.

May this day be a testament to Thy Glory.”

 

As Heshakomeu finishes, a lapis radiance erupts into existence around him. Another inhalation and exhalation carries the light down his arm to coalesce around his staff, and down into the wrist. As the light descends, all four quivering candle flames suddenly leap upwards, tripling in size and transforming into the same hue as the cleric’s light. The half-elf’s whimpering immediately begins to fade and cease as the warmth of clerics’ light replaces his pain.

 

“Reach down, O Lord, and wipe clean these wounds.

Allow me to use Thy light to do Thy pure and holy work.”

 

Slowly, the light coats the divided wrist, forming a ring around the bloody mess.

 

“Restore flesh and bone and blood and life with Thy holy light.

May this day be a testament to Thy Glory.”

 

By the time he finishes the third line of the hymn, there is only a giant ring of red tissue where the severation was; the end of the fourth line reveals nothing but a thick rim of scar tissue beneath the blue radiance. Heshakomeu shudders as the wrist seals before slowly raising the staff back to its vertical position in front of him. The light lifts from the wrist; the half-elf would feel the intense warmth quickly withdraw from within him. In a shaky and weakened voice. Heshakomeu continues:

 

“For it is through Thy light that peace is found.

It is through Thy light that suffering ends.

It is through Thy light that purity is brought.

May this day be a testament to Thy Glory.”

 

As he prays, the blue luminance slowly begins to fade, returning to a mere haze. By the time he finishes the hymn, the light has disappeared entirely, returning the small room to the luminescence of only torchlight. Heshakomeu shudders again, and collapses over the table the half-elf lies on, gripping the side of it to keep him steady as exhaustion consumes him. The half-elf balls his reattached hand into a fist, then opens it again. “It moves perfectly,” he whispers. “Thank you.”

 

Heshakomeu manages only a small nod.

 

Banish Curse (Requires at least two Tier 5 clerics until after a year)

Spoiler

Although not the most complex, it is arguably one of the most difficult spell in a priest healer’s arsenal. The cleric will recite either an improvised or memorized prayer. Once they finish, the connection between themself and the patron is established and their body is flooded with holy energy, which they direct into the patient’s body through willpower and conscious thought. The light will immediately be pulled to the curse, as it would with taint, but it will not purge without the cleric’s conscious thought. The cleric must then push as much light as they can onto the curse, as they would with taint. Unlike taint, however, the curse is latched onto the patient in far stronger ways. Breaking this bond causes the patient extreme pain that cannot be dulled with anesthetic, (and, if the patient is unconscious, will immediately wake them) and if the cleric pushes too hard, the ordeal will kill the patient. They must force pressure on the curse in gradual spurts, gradually wearing away at the evil within them. This process can take many hours of gradual pressure, relieving said pressure, then pushing it again, until the curse is worn down to nothing.

 

Heshakomeu raises his hand with a start, recoiling from the intense coldness of the man’s skin, before pulling out a golden medallion fashioned like the head of a stag, as well as a bundle of four white candles. He sets these on the nightstand next to the bed, then removes the twine binding the candles together. He sets one on each of the four corners of the bed, then grabs one of the villager’s candles, with which he lights each candle. As each one catches flame, he mutters something under his breath, incomprehensible to those gathered in the room. Their thin trails of smoke fill the room with the scent of rose and cinnamon. Once the candles are all lit, Heshakomeu sets the villager’s candle back where he took it from and grabs hold of his staff and medallion. With one hand, he holds the staff rigid and planted on the ground. The other holds the medallion by the chain over the man’s chest. He inhales, exhales, and then begins.

 

“O Tahariae, Blessed Lord of Purity, I call upon Thy power.

A foul creature of taint and darkness has laid its curse upon this mortal body.

Through Thy power, O Pure One, I pray that You banish this evil

And render this body Pure once more.”

 

As he finishes, a brilliant blue light explodes into existence around him. It surrounds him, a radiant aura, before condensing around both the medallion and the staff, leaving only a thin haze around the rest of his body. He takes in a deep inhale, then slowly exhales as he lowers the medallion onto the man’s chest. Once it makes contact, some of the radiance surrounding him rushes to the chest; the man would feel an incredible warmth permeate through his skin at that location, then expand to quickly fill his entire body. At this, the man begins to let out a long moan of pain. It is only a moment before a small frown tugs at the corner of Heshakomeu’s lips.

 

He slowly lowers the staff to the man’s forehead, and the rest of the radiance rushes down the shaft to the man’s flesh; the man would feel a similar sensation as before, an incredible warmth permeating through his skin and expanding. His moan jumps slightly, but otherwise remains unbroken. Without hesitation, he begins to very slowly drag the staff down the man’s body towards the medallion, and continues the prayer:

 

“Purge and burn and destroy, Tahariae.

Allow me to by Thy vessel of justice and purity.

May this day be a testament to Thy Glory;

May I testify this day.”

 

As the staff drags, the man would feel the warmth push against the cold presence, crushing it in fiery warmth. Immediately, the man’s eyes widen, and his moan transforms into a cry of agony. The elf seems to ignore the cries; as Heshakomeu chants, beads of sweat appear above his furrowing brow. Once the stanza ends, the elf repeats the last two lines, louder in volume: “May this day be a testament to Thy Glory;may I testify this day.” He shouts the two lines: “May this day be a testament to Thy Glory; may I testify this day!”

 

Suddenly, the pressure stops, and the warmth withdraws for a moment. The man’s wail abates, leaving him to only utter small exhausted sobs. Heshakomeu’s head bows, his eye closed and his breathing slowly returning to a regular pattern. He remains like this for around another minute or so before opening his eye again, glowing iris prominent in the dim room. With that motion, the burning agony returns within the man. His wail returns.

 

This goes on for over an hour: push, abate, push, abate. With its push, the cold presence shrinks slightly, slowly wearing away with each cycle.

 

The priest’s breaths now come in ragged, raspy inhalations and exhalations, but the presence is small and almost gone. Heshakomeu takes a moment before repeating it one last time, a desperate cry to his Aengul, as the dragging staff makes contact with the medallion: “May this day be a testament to Thy Glory!”

 

Suddenly, the presence collapses and disappears under the force of the light, leaving only the warmth of Aengulic power within the man’s body. Heshakomeu lets out a gasp as it disappears, but he quickly remasters his breathing and steadies his hands. After a controlled and steady inhale and exhale, he lifts the medallion and staff back to his sides. As he does, he recites the last part of the prayer, the glow slowly fading from around him and his tools:

 

“For it is through Thy light that peace is found.

It is through Thy light that suffering ends.

It is through Thy light that purity is brought.

May this day be a testament to Thy Glory.

 

May this day be a testament to Thy Glory.”

 

As he barely makes out the last words of the prayer, the glow disappears from existence. Heshakomeu shudders before crumpling into the chair set behind him, allowing his limbs and head to hang limp and unmoving as he breaths.

 

Heal Major Wounds - Regeneration of Limbs (Requires three Tier 5 clerics until after two years)

Spoiler

An extremely difficult spell reserved for masters of the art of healing. This takes an incredible and clear understanding of anatomy, enough to visualize any part of the body flawlessly and with perfect clarity, to be able to properly heal it. First, components will be arranged and prepared for the ritual. The cleric(s) will then recite either an improvised or memorized prayer. Once they finish, the connection between themself and the patron is established and their body is flooded with holy energy, which they direct into the patient’s body through willpower and conscious thought. The clerics then focus on all they know about the limb being regenerated: how it is supposed to function, how the cartilage, muscle, and bones fit together, how it should appear, et cetera. First, light shall outline the shape of the limb. Skin, muscle, and bone will then slowly grow out of the stump, filling in the glow with flesh. To end the spell, the cleric simply focuses on closing their connection, typically while uttering further prayer, and the light disappears. Post-healing effects are also unique and vary depending on what the patient’s player wants; the limb may be dead for a set amount of time, may experience odd twitching, may move slower, may feel alien to the character, may require rehabilitation to return to its former abilities, or may be completely fine after the spell and have no negative effects whatsoever. However, regardless of whether the ritual was successful or not, the clerics involved shall suffer the effects of clerical exhaustion for three Elven days and be unable to use clerical magic.

 

Heshakomeu lights the last of the four candles encircling the prone half-elf’s stump wrist, before taking hold of his staff and holding the head of his staff over it. The clerics on either side of him set their hands on the shoulder closest to them. He takes in a deep breath, then slowly releases it before beginning a prayer. The clerics beside him repeat each line he utters. As he does, a faint blue haze begins to gather around him, and a silver one around the fellow clerics, barely visible in the torchlight.

 

“O Tahariae, Lord of Purity, I, Thy humble mortal servant, call upon You.

Grant me Thy Light of grace and restoration.

Ignore not the pain and suffering of the Descendants caused by the impurity of this realm.

May this day be a testament to Thy Glory.”

 

As the clerics finish, a lapis radiance erupts into existence around Heshakomeu, and silver ones around the assistant clerics. The silver light stretches out into Heshakomeu’s blue, swirling and mixing together. Another inhalation and exhalation carries the multicolored light down his arm to coalesce around his staff, and down into the wrist. As the light descends, all four quivering candle flames suddenly leap upwards, tripling in size and transforming into the same hue as the cleric’s light. The half-elf’s whimpering immediately begins to fade and cease as the warmth of clerics’ light replaces his pain.

 

“Reach down, O Lord, and wipe clean these wounds.

Allow me to use Thy light to do Thy pure and holy work.”

 

The light coats the divided wrist, forming a ring around the bloody mess. Slowly, it stretches out, forming a long, solid silhouette of silver and blue light.

 

“Restore flesh and bone and blood and life with Thy holy light.

May this day be a testament to Thy Glory.”

 

Five appendages of varying sizes spread out of the wavering silhouette. After only a few moments, it is quite obviously the shape of a hand.

 

“Restore flesh and bone and blood and life with Thy holy light.

May this day be a testament to Thy Glory.”

 

A hum begins to grow around the silhouette as small bits of flesh and muscle begins to materialize within the light. One of the clerics stutters on the second line; the silver light wavers slightly.

 

“Restore flesh and bone and blood and life with Thy holy light.

May this day be a testament to Thy Glory.”

 

The flesh continues to manifest within the light, transforming the silhouette into a solid hand. One strand of skin and muscle stretches outwards to connect to the stump wrist, and begins to swell, forming the back of the hand.

 

“Restore flesh and bone and blood and life with Thy holy light.

May this day be a testament to Thy Glory.”

 

The ivory gleam of bone pokes out of the swelling muscle before being swallowed again. Already, the entire base of the hand has formed. A shudder runs through Heshakomeu, and his sweat-covered brow furrows. The clerics beside him both visibly tremble.

 

“Restore flesh and bone and blood and life with Thy holy light.

May this day be a testament to Thy Glory.”

 

There is a sudden surge, and all five fingers suddenly sprout out of the mass that is the base of the hand, swirling and contorting muscle and skin. The pale appendages reach lengths identical to that of the healthy hand before nails sprout out as well, fresh and unmarred things.

 

“Restore flesh and bone and blood and life with Thy holy light.

May this day be a testament to Thy Glory.”

 

Slowly, the pale skin begins to shift in skin tone, adjusting to match the light tan of the half-elf. However, some of it does not adjust; instead, as the skin changes color, the remaining scar-like tissue forms small unrecognizable and curling glyphs sporadically across the flesh.

 

Heshakomeu stops. Sweat covers his face, visibly dripping off his chin, and his entire forms shakes. He slowly lifts the staff back to its vertical position in front of him. The light lifts from the wrist; the half-elf would feel the intense warmth quickly withdraw from within him. In a shaky and weakened voice. Heshakomeu continues, and the clerics repeat:

 

“For it is through Thy light that peace is found.

It is through Thy light that suffering ends.

It is through Thy light that purity is brought.

May this day be a testament to Thy Glory.”

 

As he prays, the multicolored luminance slowly begins to fade, returning to a mere haze as the silver light retracts from the blue. By the time he finishes the hymn, the light has disappeared entirely, returning the small room to the luminescence of only torchlight. Heshakomeu shudders again, and collapses over the table the half-elf lies on, gripping the side of it to keep him steady as exhaustion consumes him. The two clerics stumble backwards to grab hold of the wall, slowly lowering themselves to sit on the floor. The half-elf balls his reattached hand into a fist, then opens it again. “It moves perfectly,” he whispers. “Thank you.”

 

Heshakomeu manages only a small, worn nod.

 

 

 

Red Lines for Priest Healers

Spoiler

Priest healing is not an offensive magic. Although light originating from Tahariae in any form causes extreme pain to dark creatures, the priest healer will be quickly exhausted and fall unconscious within seconds of attempting to purge or heal the unholy being (that is not a shade or frost witch).

 

Resurrection is impossible for clerics. Only the monks have power to do revive the dead.

 

A cleric cannot possess or learn a Dark Art. They must lose their unholy connection prior to receiving the holy one.

 

A cleric cannot possess or learn an Arcane magic. If they were a Voidal mage prior to connection, their Voidal powers would be a quarter as effective post-connection, before becoming unusable by the time the cleric reaches Tier 2.

 

A cleric must only have one patron.

 

All cleric magic, no matter IC belief, comes from Tahariae or Yeu Rthulu unless specified otherwise by the LT.

 

A priest healer’s light can never be blinding. Bright, yes, but nothing that could cause any sort of pain, discomfort, or effects such as blindness.

 

Holy water (water that purifies taint and/or hurts dark things) does not exist and cannot be made.

 

Regeneration of extremities (fingers, eyes, et cetera) and limbs is impossible after an Elven week. If attempted after a week, the tissue would flake off and be gone by the end of the Elven day.

 

Connection of body parts that were not originally the patient's is impossible, i.e. replacing an eye or transplanting an organ. If it is attempted, the connected thing shall flake and turn into dead tissue that disappears by the end of the Elven day.

 

A cleric cannot draw taint into a gem. Lore for this taint-holding gem would have to be written. Any old gem or a blessed gem cannot hold taint.

 

You can't use cleric magic to expel sizable amounts of non-biological material from the body, such as water from lungs after drowning or large pieces of shrapnel. Tiny amounts of material that cannot be removed mundanely can be destroyed with cleric magic.

 

It is the patient's choice whether or not a healing works. If they do not wish for the healing to work, or want scars, then the cleric's magic shall have no or little effect.


Mental healing cannot be done in a single session or without the communication seen in a therapy session. It requires multiple sessions and a proper therapy session.

 

 

 

War Clericism

Spoiler

 

tumblr_nlzli8nyXe1ro2bqto1_500.jpg

From http://oldschoolfrp.tumblr.com/page/57

 

 

Summoning the Light of the War Cleric

Spoiler

War cleric magic is comprised of the same energy used to heal, but is manipulated by the caster into a much more raw, chaotic, and unstable form, in comparison to priest healing’s extremely stable state, for use in combat. It is also summoned in very different way than priest healing. While priest-healing is representative of Tahariae’s benevolence, war clericism is representative of Tahariae’s rage. It relies moreso on emotional control than strict conceptual focus.

 

Therefore, in order to summon the light, a cleric must align their emotional state with that of Tahariae’s when confronted with taint: rage, disgust, frustration, and a focused desire. The prayer is done to assist with the process of reaching this state of divine anger, as well as to indicate to Tahariae the cleric is prepared to wield the light. The cleric shall then feel their connection open within their chest, and Aengulic power fill their veins.  The cleric’s irises will also glow in the color of their aura, and the light feels incredibly warm inside them.

 

However, in comparison to priest healing, there is far more power surging through the cleric’s beings now. While the light of priest healing still feels comfortably warm, and slowly wears away at the cleric, the light of the war cleric is an intense, uncomfortable warmth that fills the entirety of the cleric’s being, threatening to explode out of the cleric at any moment should they lose control.

 

Combat Using Aengulic Power

Spoiler

When war cleric light comes in contact with taint, the taint immediately begins to incinerate. The simple Holy Light spell, for example, would begin to burn tainted or unholy flesh to a charred crisp within moments, and then disintegrate, causing immense pain to the dark thing. This exhausts clerics, as do all war cleric spells. If held for too long, the cleric will fall unconscious. More focused spells, such as the orb of light and manifested weapons, would burn away the taint much faster, as well as delivering blunt, cutting, or piercing damage. Flames of Reckoning is the only spell that becomes easier for the cleric to channel when it comes in contact with taint.

 

Because war clericism is far more dependent on emotional control than it is concentration and focus, distracting factors, such as pain, sensory stimulation, and stress, will have not as much effect on the cleric (stress and sensory stimulation especially). However, wounds that would kill the cleric if left untended would immediately cause the cleric to lose focus.

 

If a cleric practiced only one spell, and neglected practice of other spells, that spell would become only slightly better. They would not experience a significant increase in power for that spell. Likewise, their other spells would only diminish slightly; they would not experience complete loss of use for those spells.

 

The use of this magic is extremely strict. Entities within the world can be put into three categories: Light, Gray, and Dark. Light entities are comprised of the divines, such as Tahariae and other Aengudaemons who purge taint. Neutral entities are comprised of the five mortal races that walk the realm. Dark entities are comprised of corrupted, tainted beings, or simply unholy, unnatural beings, such as ghouls, shades, wraiths, liches, Harbingers, Drakaar, Fjarrauga (it is slightly less effective than other unholy beings), Graven (and the other ghostly archetypes), Dread Knights, alchemical constructs, and Undead. Necromancers, blood mages, and cultists who use tainted magic, but are not beings of taint themselves, will not be harmed with the same effectiveness by war cleric magic as tainted beings are. Their magic (except for the simple life force mist of necromancers), however, will burn away upon contact with the summoned light of a war cleric. Purging of Graven, and ghosts in general, is a matter of moral debate among the clerics: not killing a peaceful one will not get you disconnected, but there are no issues or threats of disconnection by Tahariae if you do.

 

A war cleric’s magic is not capable of inflicting harm upon a Light entity. It is capable of inflicting substantial harm upon Gray entities (except for the Flames of Reckoning, which effects only unholy creatures), however, and extremely lethal harm upon Dark entities. It is worth noting, however, that this is simply acknowledging the effects of the magic itself, and not the actual views of the Tahariaen orders, when it comes harming Gray entities.

 

Releasing Aengulic Power and Clerical Exhaustion

Spoiler

After a cleric has completed a spell, they must cut off the stream of power coursing through them. This is not an easy task; conceptually, it is like damming a rushing river. The cleric must focus solely on thinning and closing their connection. If they are too exhausted by the time they attempt this, it is very likely the cleric shall fail to maintain focus, and thus be overwhelmed by Aengulic energy until they fall unconscious, upon which the connection shall simply cut off.

 

The cleric acts as a conduit for the power, but this is no easy task. The energy running through the cleric is the power and being of an Aengudaemon, and being of mortal body, the power cannot be controlled easily by the cleric. The cleric would feel an intense warmth upon summoning their light, filling their veins. The longer this light is held and used by the cleric, the more exhausting it shall be (this is, of course, dependant on the cleric’s tier and skill). If held longer than the cleric can endure, they shall experience clerical exhaustion. Symptoms of clerical exhaustion include, but are not limited to, sweating, fatigue, hunger, a burning within the cleric’s veins, and dehydration. Clerics can add other symptoms if they’d like to provide a more unique post-spell experience.

 

The Spells of War Clerics

Spoiler

When Thrym Silverfist first founded the Clerical Order, the threat of the Undead was already well established. The Order’s history has recorded nearly no peace since. In this constantly-evolving landscape of war, corruption, new threats, and even shifting Aengulic patrons, its members have sharpened their skills and adapted their arsenal of spells to the threats at hand. It is similar to adaptations to weapons and armor to make them more effective and efficient on the battlefield.

 

Each spell requires a different level of expertise. As a rule, offensive spells should take at least three emotes to summon the light, and a fourth to cast the spell, in order to keep roleplay fights fair. Following are the descriptions and lengths of time a cleric is considered each tier. Each spell has emotes written out as examples for what roleplaying the magic would be like. These are just examples; clerics can add whatever aesthetics they wish to their light and their spells, provided it does not powergame or deviate too far from the actual spell (thus, an Orb of Light will always resemble an orb-esque projectile, and Flames of Reckoning will always be flames). Use the five D’s: Detail, detail, detail, detail, and detail.

 

On Power Progression

Spoiler

Cleric magic does not work in a tier system, where a cleric feels a tremendous rise in power after a certain amount of time. It is, instead, a gradual growth in power. The speed of this rise in power is determined between the cleric and their student, but example lengths of time are listed under each tier. The tiers are used to mark specific points in their growth where they have adequate skill to learn certain spells. Power progression does not end after reaching Tier 5; someone who has been a cleric for a year will be a far better healer than a cleric who just reached Tier 5. Someone who just reached Tier 4 will be a poorer war cleric than someone who is almost to Tier 5.

 

When the cleric first enters into a tier, all the spells listed for that tier will be exceptionally exhausting for them. However, with practice, the cleric will be able to manage them easier. A Tier 3 cleric, for example, would significantly struggle to summon forth a single orb after only just entering into Tier 3. However, by the time they are halfway-progressed through the Tier 3 mark, they would be able to summon forth the orb with relative ease and without being disastrously overwhelmed after throwing it, and as they approached becoming a Tier 4 cleric, they would be able to throw a second orb before becoming overwhelmed.

 

A cleric can teach themselves spells, with several requirements. First, they must add two weeks for each tier progression. They must also have a proper understanding of the spell and what they are doing, as with all cleric magic. OOC contact with a fellow cleric is strongly encouraged, and a rigorous understanding of this lore is required.

 

Newly-Connected

3 days

Spoiler

This is just after establishing the first connection to Tahariae. Connecting is exceptionally difficult; holding it without it overwhelming the cleric is nigh impossible after the first Elven day. By the end of three Elven days (three IC months), the new cleric would be competent at holding the light, and could do so successfully for a brief period of time.

 

Holy Light of War

Spoiler

A simple spell that summons a thick power to the cleric’s hands. To summon, the cleric will recite either an improvised or memorized prayer while summoning forth anger and rage from within them. Once they finish, the connection between themself and the patron is established and their body is flooded with holy energy, which they direct into their hands through willpower and conscious thought. This is the base spell upon which all war cleric spells are built off of. To end the spell, they simply focus on closing their connection, and the light disappears.

 

The war cleric raises his hand, fingers splayed outwards. “Tahariae, Vehement Lord, be with me,” he whispers as his face contorts into an expression of anger. “Grant me Thy Light of Justice and retribution…” As he finishes, a thin, flickering silver light forms, spreading out whilst it coats his palms. Beads of sweat form on his brow, his breathing accelerating; this Light remains for perhaps ten seconds before disappearing. The breathless war cleric falls to the ground.

 

Tier 1 - Initiate

3 weeks

Spoiler

The cleric has only just begun summoning the chaotic form of Tahariae's light. The intensified war cleric light would be incredibly difficult to hold for more than a few seconds at first, but by the end of two Elven weeks (or two IC years) of training, they would be able to hold it for around thirty seconds. Their light, if used in combat within the first Elven week, would hardly be better than a priest healer doing such and would quickly exhaust and overwhelm the cleric. By the time they approach the next Tier, their light would be able to be held on a tainted creature for around 8 seconds before the cleric was overwhelmed.

 

Gauntlet of Light

Spoiler

A simple spell that coats the cleric’s hand in Aengulic power. To summon, the cleric will recite either an improvised or memorized prayer while summoning forth anger and rage from within them. Once they finish, the connection between themself and the patron is established and their body is flooded with holy energy, which they direct into their hand through willpower and conscious thought. To end the spell, they simply focus on closing their connection, and the light disappears.

 

The war cleric raises his hand, fingers splayed outwards. “Tahariae, Vehement Lord, be with me,” he whispers as his face contorts into an expression of anger. “Grant me Thy Light of Justice and retribution…” As he finishes, a thick, pulsating silver light forms, spreading out whilst it coats the entirety of his hand and half his forearm. Beads of sweat form on his brow, his breathing accelerating; this Light remains for perhaps half a minute before disappearing. The breathless war cleric falls to the ground.

 

 

Tier 2 - Apprentice

5 weeks

Spoiler

The cleric has practiced enough to begin learning formal spells. They can now learn the spell known as Blinding Light, a manifestation of raw power that forms into a thin layer above the skin into a brilliant, blinding radiance. The summoned light is not always this intensity; a cleric can choose whether to make the light blinding, or to simply hold the light as a source of luminance akin to a torch, as it appears when summoned.

 

Blinding Light

Spoiler

A simple spell that creates a bright light that temporarily blinds those in the surrounding area. To summon, the cleric will recite either an improvised or memorized prayer while summoning forth anger and rage from within them. Once they finish, the connection between themself and the patron is established and their body is flooded with holy energy, which they direct into their hands through willpower and conscious thought. The cleric then focuses on drawing as much of Tahariae’s power as possible into their palms. As the energy floods the palm, the light begins to intensify in brightness, overwhelming the eyesight of everybody around. The effect on those around the cleric would be similar to that of the visual effects of a flashbang grenade, and would go from lasting only a few moments when first learned to up to ten minutes when a master cleric. The casting cleric is not blinded. To end the spell, they simply focus on closing their connection, and the light disappears.

 

The war cleric swings both palms into view. “Tahariae, Vehement Lord, be with me,” he whispers as his face contorts into an expression of anger. “Grant me Thy Light of Justice and retribution…” Light almost immediately begins to spread across his palms, coating them in a shining brilliance that he knows would render those around him blind. He holds the light for several seconds before dropping his hands and letting out a long exhale.

 

 

Tier 3 - Practiced

7 weeks

Spoiler

By this point the war cleric has learned how to give the energies within themselves a manifested form. More controlled than a simple flash of energy, the orb’s radiance is still prominent, but not nearly as much as the palm of light. The cleric's offensive capabilities also continue to improve. The focused light in a cleric’s palm could be held for even greater amounts of time. Burning away dark magic would be easier, and their practiced concentration with light can allow them to summon their light in increasingly stressful and painful situations.

 

Orb of Light

Spoiler

A manifested orb that can be flung and delivers blunt damage. To summon, the cleric will recite either an improvised or memorized prayer while summoning forth anger and rage from within them. Once they finish, the connection between themself and the patron is established and their body is flooded with holy energy, which they direct into their hands through willpower and conscious thought. The cleric then focuses on pushing the light out from their palm, then molding it into a hovering, quivering orb. The larger the orb is, the slower it will fly, but the more force it shall deliver. The smaller it is, the faster it will fly but the less force it shall deliver. An orb about the size of the cleric’s palm would travel as fast as a crossbow bolt and deliver the force of a swinging mace when it makes impact. Once flung in the direction the cleric wishes, change in the direction will only be very small variations; it is not a homing missile. When it hits its target, the orb will explode and demanifest.

 

“Tahariae, Vehement Lord, be with me,” the cleric whispers as his face contorts into an expression of anger. “Grant me Thy Light of Justice and retribution…” He raises his right palm so that it faces the sky as pulsating silver light begins to swirl around it. This turns about and about, lacing itself into a roughly ball shaped object that quivers back and forth. The war cleric creases his brow, several beads of sweat forming as he launches it before him; it collides with a nearby tree, the contact creating a loud crack and leaving a crater of splintered wood and bark in the trunk. The orb immediately disappears after hitting the tree, and the war cleric falls to the ground with a small thud.

 

 

Tier 4 - Adept

9 weeks

Spoiler

The cleric has achieved significant control over their light. They could begin to learn how to mold their summoned orbs into weapons or shields. It is the most complex form of a war cleric’s orb of light, as well as a sign of the war cleric’s mastery over this skill. Any weapon the war cleric can call to mind is capable of being made with their light with a honed focus. This is extremely taxing on the war cleric and requires a longer time of preparation, however, and can only be held for brief periods of time, so it is typically reserved for the killing blow of a dark creature, an assurance that it won’t be getting back up any time soon. The weapons are not very complex and intricate; they are little more than light manifested into the general shape of the desired weapon, a three-dimensional silhouette of light, but they still have the weight of the weapon manifested. The spell known as Shackles of Light could also be summoned now: a solid tendril of light that binds itself to any object the cleric wishes, and operates as a way to restrain and subdue foes. Casting the orb of light would also become much easier, now that they have more practice with light manipulation.

 

Manifested Weapons

Spoiler

A weapon made out of Aengulic energy that delivers whatever damage the weapon it imitates would deliver. To summon, the cleric will recite either an improvised or memorized prayer while summoning forth anger and rage from within them. Once they finish, the connection between themself and the patron is established and their body is flooded with holy energy, which they direct into their hands through willpower and conscious thought. They then push the light past their hands, and slowly pour more and more energy into the hovering power, making it into a bigger and bigger hovering pool. As the floating light grows, the cleric focuses on the weapon they wish to form, and the light morphs to fit a vague silhouette of said weapon. It would have just as much weight as whatever the cleric wished to wield. Tahariae’s manifested light is very difficult to mold, which makes more intricate weapons, especially sharp ones, more difficult to wield. Although a manifested blade would glide easily through tainted flesh, its form could not be held for more than around a quarter of a minute before the cleric would be too exhausted to keep its form. Thus, it is reserved for a finishing move or an execution, not so much a summoned blade or other weapon for battle. To end the spell, they simply focus on closing their connection, and the light disappears.

 

“Tahariae, Vehement Lord, be with me,” the cleric whispers as his face contorts into an expression of anger. “Grant me Thy Light of Justice and retribution…” As silver light begins to form between his hands, he suddenly brings both palms together. The light spews forth from between his clasped hands, filling a roughly oblong shaped space as it solidifies; after several moments, it resembles a thin blade. The war cleric breathes heavily, beads of sweat falling from his brow. He falls into a kneeling position, and the blade disperses in a burst of light.

 

Manifested Shield

Spoiler

A shield made out of Aengulic energy that can protect the cleric. To summon, the cleric will recite either an improvised or memorized prayer while summoning forth anger and rage from within them. Once they finish, the connection between themself and the patron is established and their body is flooded with holy energy, which they direct into their hands through willpower and conscious thought. They then push the light past their hands, and slowly pour more and more energy into the hovering power, making it into a bigger and bigger hovering pool. As the floating light grows, the cleric focuses on the shield they desire to make, and the light morphs into a radiant disc. The larger it is, the more difficult it is to break, but also the slower it moves, the longer it takes to form, and the more it drains the cleric. . If they wish to surround themselves in radiant light, to form a dome of clerical energy, the cleric must instead send the energy outwards in all directions, and it shall form a translucent, radiant dome around the cleric. Unlike discs, these domes are stationary, and consequently are not harder to summon and maintain than a disc shield. Thin shields will likely shatter after only one or two blows with weapons, but be very easy for the cleric to form. Thicker shields will be able to hold more blows off, albeit draining the cleric faster the larger and more powerful it is, and will take longer to form. The largest a shield may be is around four feet in radius, both as a disc and if a dome, and may be as hard as a typical iron shield without overstraining the cleric. This only grows if the cleric specializes. To end the spell, they simply focus on closing their connection, and the light disappears.

 

The war cleric slowly holds out his hand. “Tahariae, Vehement Lord, be with me,” he whispers as his face contorts into an expression of anger. “Grant me Thy Light of Justice and retribution…” As he prays, a small dot of light begins to grow in front of his palm, spinning and swelling in size. By the time the prayer ends, it is a quivering orb, but it suddenly elongates in four directions, forming a large hovering cross. It reaches a diameter of about four feet before light stretches off from the sides of the bars of light to fill in the gaps. After only a few moments, a full shield has been constructed, following every slight movement his hand makes. The war cleric holds the shield for several seconds before slowly closing his hand; as he does, the shield shrinks again into the small dot, and then out of existence.

 

Shackles of Light

Spoiler

A tendril of light that latches to any surface it comes in contact with, and can be released to form tight rings, or ’shackles’, around its target that obstructs their movement. Although it does burn unholy flesh, it is not nearly as effective as other war cleric spells for doing so, and will not disintegrate unholy beings when it comes in contact with them. To summon, the cleric will recite either an improvised or memorized prayer while summoning forth anger and rage from within them. Once they finish, the connection between themself and the patron is established and their body is flooded with holy energy, which they direct into their hands through willpower and conscious thought. They then push the light past their hands, and slowly pour more and more energy into the hovering power, making it into a bigger and bigger hovering pool. As the floating light grows, the cleric focuses on a target within about fifteen feet, and on launching out the energy to grab it. The pool of energy shall then contort and shift into a tendril, which launches out at the target in whatever way the cleric desires. Once the tendril makes contact with its target and wraps around it, the cleric can pour more power into it to increase their control over their target, allowing a cleric to bring down and subdue creatures much larger than them. This does, of course, come with a larger energy cost; the larger the creature, the more exhausting it is to pull them down. Once the cleric lets go of the tendril and it becomes a fixture to the being, the cleric only has control over maintaining it, concentrating on keeping the shackle whole. If the cleric loses focus, the light dissipates. To end the spell, they simply focus on closing their connection, and the light disappears.

 

The war cleric slowly holds out his hand. “Tahariae, Vehement Lord, be with me,” he whispers as his face contorts into an expression of anger. “Grant me Thy Light of Justice and retribution…” As he prays, a small dot of light begins to grow in front of his palm, spinning and swelling in size. By the time the prayer ends, it is a quivering orb. The cleric stares forward at the tree around twelve feet in front of him, by falling into a crouch, slamming the orb into the ground. Grass and soil rupture as the radiant tendril charges through it along the surface towards the tree. Once it reaches its base, the tendril bursts out of the ground, quickly wrapping around the trunk. The cleric’s eyes widen, his furious expression becoming even more determined, as the light grows even brighter. There is a creak, and the tree begins to pull towards the cleric, whose furrowed brow is already covered in sweat that reflects the glow of the tendril. After only a few moments, it swings all the way down, hitting the ground with a loud thud and crack. The cleric straightens slightly as his breath audibly becomes more ragged, before snapping his hand back; the light lifts from the soil and retreats to the clerics hands. However, a shimmering ring of light still remains around the trunk of the tree, quivering slightly. The cleric watches it for a few moments, before reaching out with one hand towards it. He closes his eyes, then curls his fingers into a fist. As he does, the light wavers slightly, then disappears, leaving only an afterglow in his vision.

 

 

Tier 5 - Master

Spoiler

A fully-realized war cleric. They have proven their dedication to Tahariae, and are thus are granted the ability to summon flames out of their light. The ‘flames’ themselves burn strong in the presence of corruption; taint is their oil. The taint quickly burns away from the being, destroying the unholy flesh, and causes agony to these dark creatures. Wraiths and other creatures of incredible amounts of taint are an exception, who experience pain, but not a crippling amount, and the tissue burns away at a much slower rate. When a Tier 5 war cleric becomes further practiced, they can purge newly-formed shades and ghosts from possessed Descendants. An example scenario will not be given for that spell; it is expected that the war cleric and shade/ghost/possessing entity shall determine the how the RP should be done with each other. Their focused light when summoned would hardly tire them out when placed on an unholy being.

 

Flames of Reckoning

Spoiler

The most powerful spell in a war cleric’s arsenal. Reserved only for masters of the art, it consumes taint at incredibly-quick rates. The cleric will recite either an improvised or memorized prayer. Once they finish, the connection between themself and the patron is established and their body is flooded with holy energy, which they direct into their hands through willpower and conscious thought. They then push the light past their hands, and slowly pour more and more energy into the hovering power, making it into a bigger and bigger hovering pool. They must also focus on rage, on the anger that their patron feels towards the darkness they are about to purge. As they do, their light will begin to writhe, warp, and take on the appearance of flames in the color of their light. The cleric can then direct it in a radius of around eight to ten feet around them in a maelstrom of holy fire. Maintaining the flame is very difficult for the cleric, exhausting the cleric completely if manifested for only a few minutes, but if directed onto taint, the effort needed to maintain the flame would decrease. The flames only burn tainted objects and beings; however, they do not ignite, and if the cleric directs the flames away from the taint, the flames will quickly sputter out after only a few moments. Neutral entities who possess no taint themselves will not be harmed, however, as there is nothing for the flames to burn. This includes necromancers and cultists of taint-affiliated forces. It only burns their tainted creations. To end the spell, they simply focus on closing their connection, and the light disappears.

 

“Tahariae, Vehement Lord, be with me,” the cleric whispers as his face contorts into an expression of anger. “Grant me Thy Light of Justice and retribution…” As he prays, the cleric raises his hands, a quivering silver light already trickling out of his palms. The light begins to slowly morph into an orb, which steadily grows and quivers beneath the cleric's fingertips. The cleric's face then begins to contort into an expression of fury; the quivering pool of energy begins to lose its solid form, quivering slightly, before suddenly breaking into tendril flames with a loud whoosh. This continues to burn for around a minute, a hum of power emanating from it, before he lowers his hand, the flame almost immediately dying out.

 

 

 

Red Lines for War Clerics

Spoiler

You cannot force someone to be permanently blinded by the Palm of Light spell.

 

War clerics must have Tahariae as their patron.

 

Manifested weapons cannot be used effectively in battle; it is nothing more than a finishing move, a way to end a fight before it begins, or a dramatic execution. Effective light weaponry is reserved for Xan Paladins.

 

Manifested shields are not as versatile as Arcanist shields, and do not shatter when broken, merely demanifest.

 

Forming animals or semi-intelligent constructs (in other words, holy conjuration) is not possible.


Coating oneself in holy energy to make ‘manifested armor’ is not possible for clerics.

 

 

Blessing and Warding

Spoiler

 

hallowed_weapon.jpg

From http://www.kenzerco.com/hackmaster/magic.php

 

 

Summoning the Light of a Holy Alterationist

Spoiler

The light used for blessing is perhaps the most difficult of the three lights to wield. The cleric must use the concentration and focus of priest healing, while calling forth the sheer power of war clericism. They must also understand alteration concepts, an art that differs considerably from typical clerical casting and the other branches of clerical magic. Because of the increased power needed and the alien concepts, this branch is extremely difficult for clerics, and although technically possible for beginner clerics who understand alteration conceptually, the artifacts created by them will be incredibly weak and unstable. It is better to wait until the cleric has considerable control over their light to attempt imbuing objects with Aengulic power.

 

However, with this greater amount of power comes a greater amount of preparation needed. The Aenguls demands not only prayer, but the use of mundane objects in a ritual as a further form of dedication and prayer to them. These objects, known as components, can be anything, so long as they have some sort of special role in the ritual (examples include lit candles encircling the object, a staff, oil being poured over it, and carved stones being set on the object) and were prayed over during their creation or preparation (the forging of a dagger, the molding of the wax into candles, the boiling of flowers in water to make oil, et cetera). When the cleric’s light is summoned, the light will manifest around the components as well (examples include the candle flames changing color, the oil glowing when it is poured, and the stones glowing faintly). Components are not consumed at the end of the spell and can be used again, unless they are an unretrievable substance, like burned wicks or poured oil, in which case the components must, of course, be replaced. The amount of components is entirely up to the discretion of the cleric, so long as it is integrated into the ritual in a legitimate, compelling, ritual-esque, and non-BS way. Components are meant to improve the roleplay experience of clerical magic for witnesses, and make it more interesting. Don’t try to find loopholes and set a dirty jar on an object and call it a component.

 

Imbuing Objects With Aengulic Power

Spoiler

Also known as holy alteration, blessing is an ancient art that imbues objects with the power of an Aengul. It is, in essence, specialized Voidal enchanting with an Aengulic source rather than a Voidal one, and works in exactly the same way. This is perhaps the most freeform of the three clerical branches; a cleric must use their imagination heavily in determining what spells and effects can be imbued into objects.

 

In concept, it is fairly simple to do. It simply requires a greater clarity of mind than priest healing and war clericism. A cleric must dedicate a ritual (using components) to their patron Aengul over the object chosen to be blessed, describing to them how the object shall be used to serve their ideology. The cleric shall thus establish a connection, then focus on separating a finite segment of energy from the coursing river of power that flows within them. This segment of power must be maintained while closing off their connection to prevent more energy from destabilizing the artifact. The cleric will then cut off the connection, and the blessing shall be complete. Blessed artifacts are universally impervious to taint (at least, while the blessing holds; contact with taint will drain them). When Tahariaean artifacts come in contact with taint, the tools have the same effect on the taint as the Holy Light war cleric spell, burning and disintegrating tainted matter, no matter what their imbued enchantments are. Yeu Rthulu artifacts, however, possess no such offensive traits; when they come in contact with taint and unholy magic, they work as a retardant, pushing the taint or unholy power off and away rather than purging it directly. Thus, war cleric spells cannot be imbued into artifacts by Yeu Rthulu clerics.

 

Wavering in concentration shall cause clerical exhaustion. This break in concentration can occur through several means. To name a few: pain, stress, and intense sensory stimulation, like a loud noise or bright light. The more of these factors there are, the more difficult it is for a cleric to concentrate. Pain is the greatest of these; wounds that could be healed by Tier 2 clerics inflicted upon the cleric would cause immediate loss of focus for even masters of the art. Stress is a bit more forgiving; a cleric will find they are around a tier less effective than normal when in stressful situations, like in the midst of battle or after a traumatic event occurred. Sensory stimulation mainly depends on the cleric’s personal abilities: masters of priest healing will find they can tune out shouts occurring around them, whereas initiate clerics will find they will struggle to cast at all when individuals around them are even muttering.

 

Blessed objects and tools (also known as artifacts) do not hold infinite power, only as much power as the cleric imbued it with. The object can only hold the amount of energy equivalent to it's charger's Blessing tier (ie, the amount of energy a Tier 2 cleric would have could be imbued by a tier 2 alterationist, and no more). After usage, the amount of Aengulic energy within it fades. A sword blessed by a Tier 2 holy alterationist, for example, would only last the same amount of time as a Tier 2 war cleric's light would last when in contact with taint, before the blessing would disappear and the sword would have no magical aspect.

 

Blessed objects can also be imbued with specific clerical spells from both the War Cleric and Priest Healing branches, excluding regenerative healing spells (which, contrary to popular belief, are far more likely to be improperly roleplayed than war cleric spells or blessing; thus, they are reserved for direct spell-casting only). Tier 1, Tier 2, and Tier 3 spells can be imbued into an object and require only a phrase to activate, or are constantly active. Higher-tier spells require a cleric to wield: the cleric must pray, summon their light, and channel the light into the blessed artifact. This requires only the smallest bit of Tahariae’s power to wield, meaning a cleric only versed in priest healing could use said artifacts.

 

In fact, a blessed artifact can do whatever its creator wishes it to, provided the object’s natural state is not dramatically violated. Thus, fingers could not be made out of carved blessed stone, because stone does not bend; bags cannot hold more than they naturally can, and will remain the same weight; objects will not become sentient, nor move on their own. Small aesthetic spells unrelated to clericism can be imbued into the artifacts, however; a floating book or torch, for example. Greater and more complicated utility and aesthetic spells, such as a blessed eye that allows its bearer to see, require contact with Aengulic power of the patron of its creator to operate.

 

Casting spells with the use of a blessed object as a component makes the spell mildly easier, relieving strain from the cleric and allowing them to sustain the light for longer periods of time. This effect does not ‘stack’ with greater amounts of blessed equipment, and shall remain only a mildly-substantial difference. This does not drain the blessing of power.

 

For the blessing to be recharged, and for greater amounts of energy to be imbued, some sort of gem must be embedded in the tool or armor, working in the same way a mana gem does. Otherwise, the blessing will simply be exhausted from the object, demanding a full blessing once more. The more precious and larger the gem, the more holy energy can be stored within. A gem does not have to be an actual crystal: a carved chunk of sandstone could be a gem, or polished obsidian. Again, the rarer the gem, the more energy it can store. Obsidian would store far more energy than sandstone, and a diamond would store more than a lump of iron. The amount within is up to the discretion of the cleric; the only limitations is that it must be appropriate for the size and quality of the gem, and cannot be an infinite, or near-infinite, amount.

 

It must be noted that multiple sessions of imbuing clerical power into an object is not possible. After a blessing ritual is complete, whatever amount of energy was stored within the mana gem is the maximum amount of Aengulic power the artifact can ever contain. Augmentations of the traits of blessed equipment are not possible. Empty and filled mana gems can be removed from the artifact to be used for other blessing endeavours, but filled gems will empty into the object upon removal.

 

Imbuing Land With Aengulic Power

Spoiler

Warding is a similar concept, but instead of imbuing power into an object, the power is imbued into a section of land. There is also no variation in the effects a ward can have; it is one spell against taint. Tahariae must be the patron of clerics who are creating wards. When a ward is created, it acts as a holy shield against taint, unholy magic, and evil beings from crossing. It would cause an unholy creature incredible suffering to attempt to cross it, as though being submerged in fire. When inside a clerically-warded region, unholy magic (necromancy, blood magic, mysticism, et cetera) would be more difficult to use and far less effective, though it would not be completely stopped.

 

Land within a clerically-warded region can exhibit certain unusual, magical traits. Lights in the four archetypal colors may flit around; nature may grow in unusual, fantastical ways; a feeling of warmth and calmness shall lay upon the land, an indication of the area’s holiness.

 

Like blessed objects, however, wards have a charge, and that charge can be exhausted. If enough unholy energy is put against it, the shield shall break, and the ward shall be rendered useless. A cleric must choose between size and strength of the ward; the larger the ward, the less strong it shall be, and the smaller the ward, the greater strength it shall be.

 

Also like blessed objects, mana gems are used to fuel larger wards. For larger or stronger wards, larger mana gems must be constructed, often becoming gigantic crystals twice or three times the size of a human. These gems, as with blessed tools, can hold a finite amount of energy to the discretion of the cleric, but it cannot be infinite. This gem must be stored somewhere in the warded region. If it is broken, then the ward shall dissipate immediately.

 

It must be noted that multiple sessions of imbuing clerical power into a ward is not possible. After a warding ritual is complete, whatever amount of energy was stored within the mana gem is the maximum amount of Aengulic power the ward can ever contain. Augmentations of the traits of a ward are not possible. Empty and filled mana gems can be removed from the ward to be used for other blessing endeavours by exiting the warded region with it, but filled gems will empty into the land upon removal.

 

Releasing Aengulic Power and Clerical Exhaustion

Spoiler

After a cleric has completed a blessing, they must cut off the stream of power coursing through them. This is not an easy task; conceptually, it is like damming a rushing river. The cleric must focus solely on thinning and closing their connection. If they are too exhausted by the time they attempt this, it is very likely the cleric shall fail to maintain focus, and thus be overwhelmed by Aengulic energy until they fall unconscious, upon which the connection shall simply cut off.

 

The cleric acts as a conduit for the holy power. The energy running through the cleric is the power and being of an Aengudaemon, and being of mortal body, the power cannot be controlled easily by the cleric. The cleric would feel an intense warmth upon summoning their light, filling their veins. The longer this light is held and used by the cleric, the more exhausting it shall be (this is, of course, dependant on the cleric’s tier and skill). If held longer than the cleric can endure, they shall experience clerical exhaustion. Symptoms of clerical exhaustion include, but are not limited to, sweating, fatigue, hunger, a burning within the cleric’s veins, and dehydration. Clerics can add other symptoms if they’d like to provide a more unique post-spell experience.

 

Resources for Roleplaying Blessing and Warding

Spoiler

The reader shall be reminded that these are simply example times for each tier. The amount of time it takes for a cleric to grow in power is decided by the teacher. The scenarios described are also just one way of going about a blessing or warding ritual, and describe only examples of spells; clerics are encouraged to come up with their own ways of emoting their magic and describing the process, and designing their own artifacts, provided it involves components and the end result is within their ability as a holy alterationist.

 

On Power Progression

Spoiler

Cleric magic does not work in a tier system, where a cleric feels a tremendous rise in power after a certain amount of time. It is, instead, a gradual growth in power. The speed of this rise in power is determined between the cleric and their student, but example lengths of time are listed under each tier. The tiers are used to mark specific points in their growth where they have adequate skill to learn certain spells. Power progression does not end after reaching Tier 5; someone who has been a cleric for a year will be a far better healer than a cleric who just reached Tier 5. Someone who just reached Tier 4 will be a poorer war cleric than someone who is almost to Tier 5.

 

When the cleric first enters into a tier, all the spells listed for that tier will be exceptionally exhausting for them. However, with practice, the cleric will be able to manage them easier. A Tier 3 cleric, for example, would struggle significantly to successfully imbue an object with a Tier 3 cleric spell after only just entering into Tier 3. However, by the time they are halfway-progressed through the Tier 3 mark, they would be able to imbue the item without becoming disastrously overwhelmed, and as they approached becoming a Tier 4 cleric, they would potentially be able to imbue a second item with the same spell before becoming overwhelmed.

 

A cleric can teach themselves spells, with several requirements. First, they must add two weeks for each tier progression. They must also have a proper understanding of the spell and how to actually perform a blessing, as with all cleric magic. OOC contact with a fellow cleric is strongly encouraged, and a rigorous understanding of this lore is required.

 

Newly-Connected

3 days

Spoiler

This is just after establishing the first connection to Tahariae. Connecting is exceptionally difficult; holding it without it overwhelming the cleric is nigh impossible after the first Elven day. By the end of three Elven days (three IC months), the new cleric would be competent at holding the light, and could do so successfully for a brief period of time.

 

Holy Light of Blessing

Spoiler

A simple spell that summons Aengulic power in the form of radiant light. The cleric will recite either an improvised or memorized prayer while holding or preparing components and focusing on their patron Aengul. Once they finish, the connection between themself and the patron is established and their body is flooded with holy energy, which emanates from their body in the color of their aura. With practice and focus, the power can be concentrated to specific points in the cleric's body, like their hands. This is the base spell upon which all blessing cleric spells are built off of. To end the spell, they simply focus on closing their connection, and the light disappears.

 

Benjamin closes his eye, bows his head to touch the giant medallion in his hands to his forehead, and begins to whisper an obviously-memorized prayer to Tahariae:

 

“Tahariae, oh Blessed One, Aengul and Lord of Purity,

I bow before Thy glory.

I am but mortal dust, yet You have chosen me to do Thy will,

And I am honored to fulfill it.”

 

As he reaches the end of the prayer, a silver glow emanates from around his hands and the medallion. The radiance remains for several seconds, his breathing careful and deliberate, before the light begins to fade. After a few moments, the light is gone, leaving Benjamin to fall upon the wooden floor of his house, his face drenched in sweat and his breathing quick and ragged.

 

 

Tier 1 - Initiate

3 weeks

Spoiler

The cleric can imbue objects with power equivalent to Tier 1 in either branch, imbue objects with Tier 1 cleric spells and minor aesthetic and utility spells (such as a cloak that is warmed with clerical power), and create wards in entrances to homes.

 

Minor Blessing

Spoiler

A small blessing that imbues almost exclusively aesthetic spells, with few utility and combat spells. The cleric will recite either an improvised or memorized prayer while utilizing or preparing components. Once they finish, the connection between themself and the patron is established, and their body and components are flooded with holy energy, which they direct into the mana gem and the object through willpower and conscious thought. The cleric then focuses on what effects they wish to imbue into the object, including whether it shall have a constant effect, a specific trigger (like an action or phrase) to activate it, or require contact with clerical light to activate. Announcing the effects in vocal chanting is common. The cleric will then sense when the blessing has taken hold, which shall be visible to witnesses when the glowing runes cease appearing in the object and remain branded upon it. To end the spell, the cleric simply focuses on closing their connection, typically while uttering further prayer, and the light disappears. In this scenario, a book is being blessed with the effect of having the letters on the pages within glow when opened. The gem in the front cover is the mana gem.

 

Heshakomeu stands in front of a small book with a gem embedded in its leather cover lying on the altar, his head bowed, eye closed, and staff held vertically in front of him.

 

“Tahariae, oh Blessed One, Aengul and Lord of Purity,

I bow before Thy glory.

I am but mortal dust, yet You have chosen me to do Thy will,

And I am honored to fulfill it.”

 

As he prays, a steady blue haze begins to grow around his staff. As the last syllables roll off his tongue. the haze transforms quite suddenly into a bright, solid radiance.

 

Heshakomeu inhales deeply, then slowly exhales. As the breath leaves his lungs, the blue light descends, gathering around in a thick aura around the book.

 

“O Pure One, to You I dedicate this tome,

And pray that You would imbue Thy power within it, so I may be with You always.”

 

The light ebbs in intensity and luminance with each of the priest’s breaths, as well as a low hum accompanying the process, growing louder with each inhalation and quieter with each exhalation. Slowly, shining glyphs of an unknown, forgotten language begin to appear along the edges of the leather, brands that are a brighter brilliance than that of the surrounding aura. The aura slowly begins to focus on the gem embedded in the center of the cover, the rest of it diminishing in brightness.

 

“To You I vow to bring into being Thy Pure Vision of the realm,

And pray Thy Five Tenets be upheld in all my actions.”

 

Heshakomeu exhales softly and ceases the chant. He then begins a softer prayer; as he does, the light lifts from the book and returns to surround his staff:

 

“To You I promise my loyalty,

And pray that I shall serve no other lord before Thee.

And to You I promise my heart,

And pray that Thy Light may purify and make it just.”

 

There is, however, a very distinct blue glow emanating from the book, most intensely from the newly-manifested runes along the edges of the cover and the gem in the center. The elf closes his eye and lets out a long exhale, and the last of the light around his staff disappears. “May this day be a testament to Thy Glory,” he whispers as he slowly lowers himself into a cross-legged position.

 

After a moment of silence, Heshakomeu reaches up and takes hold of the glowing book. He stares down at it with his one eye, before opening it. Each page of scribbled notes glows a faint blue in the dim lighting. The priest flips through each yellowed page, scanning the writing, and his face slowly spreads into a small smile.

 

Minor Ward

Spoiler

A small and weak ward that covers a small space and would only hold out a dark being for a few moments before breaking. The cleric will recite either an improvised or memorized prayer while utilizing or preparing components. Once they finish, the connection between themself and the patron is established, and their body and components are flooded with holy energy, which they direct into the mana gem and the ground they wish to ward through willpower and conscious thought. The cleric then focuses on spreading the light outwards, rooting it in the ground, and focusing it within the mana gem, typically while chanting or praying out loud. The cleric will then sense when the ward has taken hold, which shall be visible to witnesses when the glowing runes cease appearing along the edges of the warded land and remain branded upon it. To end the spell, the cleric simply focuses on closing their connection, typically while uttering further prayer, and the light disappears. In this scenario, a small doorway is being warded. The gem in the doorframe is the mana gem. Should a dark being attempt to cross the glyph formed, they would experience burning pain for a few moments before the ward would break.

 

Heshakomeu crouches down in front of the closed wooden door before setting both medallions clutched in his hands on the small sapphire gem embedded in the wooden doorframe, closing his eye, and bowing his head.

 

“Tahariae, oh Blessed One, Aengul and Lord of Purity,

I bow before Thy glory.

I am but mortal dust, yet You have chosen me to do Thy will,

And I am honored to fulfill it.”

 

As he prays, a steady blue haze begins to grow around his medallions. As the last syllables roll off his tongue. the haze transforms quite suddenly into a bright, solid radiance.

 

Heshakomeu inhales deeply, then slowly exhales. As the breath leaves his lungs, the blue light descends into the wooden floorboards, the rings and cracks in the wood illuminated in lapis light. As it approaches the opposite door frame, the glowing trail slowly curls inwards, creating a gradual arc.

 

“O Pure One, sanctify this land with Thy most holy presence;

Protect it from the evil beings that walk the earth and taint the realm.”

 

The light ebbs in intensity and luminance as its path slowly brands what appears to be a large glyph in the wood. A low hum has also become audible at this point, growing louder with each rise in luminance and quieter with each fading.

 

“O Pure One, remember our service to Thee;

Guard us as we have guarded and protected our faith in Thee and Thy Mission.”

 

The path stops. The glyph formed by its passage through the wood remains, glowing blue light gently ebbing. Heshakomeu exhales softly before beginning a softer prayer; as he does, the light begins to dim around his hands:

 

“To You I promise my loyalty,

And pray that I shall serve no other lord before Thee.

And to You I promise my heart,

And pray that Thy Light may purify and make it just.”

 

There remains a very distinct blue glow emanating from the deep brand in the wood, rising to form vertical translucent rays from the glyph that shimmer and pulsate in the stale air. It rises a foot or so, before it begins to lose shape and fade, its top constantly shifting and changing. The elf closes his eye and lets out a long exhale, and the last of the light around his medallions disappears. He slowly lowers himself into a cross-legged position at the edge of the glyph, a sheen of sweat visible upon his furrowed brow.

 

 

Tier 3 - Practiced

7 weeks

Spoiler

The cleric can imbue objects with power equivalent to Tier 3 in either branch, imbue objects with Tier 3 cleric spells and moderate aesthetic and utility spells (such as an amulet that pushes away aerial impurities if the wearer recites a prayer to Tahariae), and create wards that could surround an area the size of a campsite.

 

Note on imbuing the Orb of Light spell into objects: Artifacts imbued with the Orb of Light war cleric spell will expel all the energy stored in the mana gem. They are also incapable of having a constant effect, and must be triggered either through contact with Tahariaean power, a phrase, or an interaction with the object.

 

Moderate Blessing

Spoiler

A blessing of decent power that imbues aesthetic, utility, and combat spells. The cleric will recite either an improvised or memorized prayer while utilizing or preparing components. Once they finish, the connection between themself and the patron is established, and their body and components are flooded with holy energy, which they direct into the mana gem and the object through willpower and conscious thought. The cleric then focuses on what effects they wish to imbue into the object, including whether it shall have a constant effect, a specific trigger (like an action or phrase) to activate it, or require contact with clerical light to activate. Announcing the effects in vocal chanting is common. The cleric will then sense when the blessing has taken hold, which shall be visible to witnesses when the glowing runes cease appearing in the object and remain branded upon it. To end the spell, the cleric simply focuses on closing their connection, typically while uttering further prayer, and the light disappears. In this scenario, a bow is being blessed with the effect of casting the Orb of Light war cleric spell, and is activated with an interaction with the object (pulling back the bowstring). The gem in the bow shaft is the mana gem.

 

Heshakomeu stands in front of the altar, upon which a shortbow with a ruby embedded in the bowshaft lies. The elf exhales softly, bows his head, closes his eye, and holds his staff vertically in front of him.

 

“Tahariae, oh Blessed One, Aengul and Lord of Purity,

I bow before Thy glory.

I am but mortal dust, yet You have chosen me to do Thy will,

And I am honored to fulfill it.”

 

As he prays, a steady blue haze begins to grow around his staff. As the last syllables roll off his tongue. the haze transforms quite suddenly into a bright, solid radiance.

 

Heshakomeu inhales deeply, then slowly exhales. As the breath leaves his lungs, the blue light descends, gathering around in a thick aura around the bow.

 

“O Pure One, to You I dedicate this bow,

And pray that You would imbue Thy power within it, so that Thy enemies shall be vanquished.”

 

The light ebbs in intensity and luminance with each of the priest’s breaths, as well as a low hum accompanying the process, growing louder with each inhalation and quieter with each exhalation. Slowly, shining glyphs of an unknown, forgotten language begin to appear along the bow shaft, running up the length of wood to each tip, distinct brands that are a brighter brilliance than that of the surrounding aura. The light slowly begins to focus on the center of the ruby, the surrounding radiance diminishing in brightness.

 

“To You I vow to bring into being Thy Pure Vision of the realm,

And pray Thy Five Tenets be upheld in all my actions.”

 

Heshakomeu exhales softly and ceases the chant. He then begins a softer prayer; as he does, the aura lifts from the bow and returns to surround his staff:

 

“To You I promise my loyalty,

And pray that I shall serve no other lord before Thee.

And to You I promise my heart,

And pray that Thy Light may purify and make it just.”

 

There is, however, a very distinct blue glow still emanating from the bow, most intensely from the ruby and the newly-manifested runes along the walnut shaft. The elf closes his eye and lets out a long exhale, and the last of the light around his staff disappears. “May this day be a testament to Thy Glory,” he whispers as he slowly lowers himself into a cross-legged position.

 

After a moment of silence, Heshakomeu slowly stands once more, using the altar for obvious support. He stares down at the bow with his one eye, before taking hold of it, turning away from the altar, and raising it.

 

With obvious effort, Heshakomeu pulls back the bowstring. As he does, lapis light manifests between the shaft and the cleric’s fingers, forming the unmistakable thin, quivering silhouette of an arrow. A loud hum grows as the hand pulls back, increasing in volume the farther it goes back. He aims it out the entrance of the small shrine, his brow furrowing slightly, before releasing; the radiance snaps forward, the hum transforming into a sharp boom as the shape flies away. In midair, the shaft pulls inwards slightly, to form an orb; it does so only just before colliding with a tree in the foliage outside, producing a loud crack and sending bark and woodchips flying. Heshakomeu lowers the bow, whose runes and central gem have ceased glowing. He exhales softly before setting it back on the altar and lowering himself to the ground again.

 

Moderate Ward

Spoiler

A ward of decent strength that would be able to protect a small room, and prevent weak unholy creatures - such as ghosts and ghouls - from crossing without perishing after prolonged contact. More powerful creatures would find themselves significantly hindered and suffer greatly when attempting to cross, but would eventually break the ward. The cleric will recite either an improvised or memorized prayer while utilizing or preparing components. Once they finish, the connection between themself and the patron is established, and their body and components are flooded with holy energy, which they direct into the mana gem and the ground they wish to ward through willpower and conscious thought. The cleric then focuses on spreading the light outwards, rooting it in the ground, and focusing it within the mana gem, typically while chanting or praying out loud. The cleric will then sense when the ward has taken hold, which shall be visible to witnesses when the glowing runes cease appearing along the edges of the warded land and remain branded upon it. To end the spell, the cleric simply focuses on closing their connection, typically while uttering further prayer, and the light disappears. In this scenario, a patch of farmland is being warded. The gem in the center of the circle warded is the mana gem.

 

Heshakomeu holds out both medallions clutched in his hands over the large sapphire gem embedded in the rich soil of the farmland, closes his eye, and bows his head.

 

“Tahariae, oh Blessed One, Aengul and Lord of Purity,

I bow before Thy glory.

I am but mortal dust, yet You have chosen me to do Thy will,

And I am honored to fulfill it.”

 

As he prays, a steady blue haze begins to grow around his medallions. As the last syllables roll off his tongue. the haze transforms quite suddenly into a bright, solid radiance.

 

Heshakomeu inhales deeply, then slowly exhales. As the breath leaves his lungs, the blue light descends into the earth, creating a thin blue glow shining through the dirt. It spreads out past the priest, going around eight feet in every direction before the glow suddenly deepens in hue. It pushes the earth asunder, creating thick rifts in the soil in the shape of glyphs and runes in some unknown, forgotten language as a large circle of blue radiance begins to rise out of the area.

 

“O Pure One, sanctify this land with Thy most holy presence;

Protect it from the evil beings that walk the earth and taint the realm.”

 

The light ebbs in intensity and luminance. A low hum has also become audible at this point, growing louder with each rise in luminance and quieter with each fading.

 

“O Pure One, remember our service to Thee;

Guard us as we have guarded and protected our faith in Thee and Thy Mission.”

 

The circle completes. Heshakomeu exhales softly before beginning a softer prayer; as he does, the light lifts from the ground and returns to swirl around the swinging medallions:

 

“To You I promise my loyalty,

And pray that I shall serve no other lord before Thee.

And to You I promise my heart,

And pray that Thy Light may purify and make it just.”

 

There remains a very distinct blue glow emanating from within the deep rifts in the dirt, rising to form a translucent barrier of lapis hue that shimmers and pulsates in the warm air. It rises some eight feet or so, before it begins to lose shape and fade, its top constantly shifting and changing. The elf closes his eye and lets out a long exhale, and the last of the light around his medallions disappears. He slowly lowers himself into a cross-legged position in the center of the circle, a sheen of sweat visible upon his furrowed brow.

 

 

Tier 4 - Adept

9 weeks

Spoiler

The cleric can imbue objects with power equivalent to Tier 4 in either branch, imbue objects with Tier 4 cleric spells and complex utility spells (such as prosthetic eyes), and create wards that could surround a large house.

 

Greater Blessing

Spoiler

A blessing of great power that imbues aesthetic, utility, and combat spells. The cleric will recite either an improvised or memorized prayer while utilizing or preparing components. Once they finish, the connection between themself and the patron is established, and their body and components are flooded with holy energy, which they direct into the mana gem and the object through willpower and conscious thought. The cleric then focuses on what effects they wish to imbue into the object, including whether it shall have a constant effect, a specific trigger (like an action or phrase) to activate it, or require contact with clerical light to activate. Announcing the effects in vocal chanting is common. The cleric will then sense when the blessing has taken hold, which shall be visible to witnesses when the glowing runes cease appearing in the object and remain branded upon it. To end the spell, the cleric simply focuses on closing their connection, typically while uttering further prayer, and the light disappears. In this scenario, a sword is being blessed with the Shackle of Light spell, allowing a tendril to fly out of it when contact with clerical light is made. The gem in the base of the blade is the mana gem.

 

Heshakomeu stands in front of an aurum blade lying on the altar surrounded by burning candles, his head bowed, eye closed, and staff held vertically in front of him.

 

“Tahariae, oh Blessed One, Aengul and Lord of Purity,

I bow before Thy glory.

I am but mortal dust, yet You have chosen me to do Thy will,

And I am honored to fulfill it.”

 

As he prays, a steady blue haze begins to grow around his staff, and the candle flames suddenly shift color to a light blue, their little lights wavering in unison. As the last syllables roll off his tongue. the haze transforms quite suddenly into a bright, solid radiance.

 

Heshakomeu inhales deeply, then slowly exhales. As the breath leaves his lungs, the blue light descends, gathering around in an aura around the sword.

 

“O Pure One, to You I dedicate this blade,

And pray that You would use it to bring glory to You.”

 

The light ebbs in intensity and luminance with each of the priest’s breaths, as well as a low hum accompanying the process, growing louder with each inhalation and quieter with each exhalation. Slowly, shining glyphs of an unknown, forgotten language begin to appear in the middle of the blade, a brighter brilliance than that of the surrounding aura. The aura slowly begins to focus on the gem embedded in the base of the blade, the rest of it diminishing in brightness.

 

“To You I vow to bring into being Thy Pure Vision of the realm,

And pray Thy Five Tenets be upheld in all my actions.”

 

Heshakomeu exhales softly and ceases the chant. He then begins a softer prayer; as he does, the light lifts from the sword and returns to surround his staff:

 

“To You I promise my loyalty,

And pray that I shall serve no other lord before Thee.

And to You I promise my heart,

And pray that Thy Light may purify and make it just.”

 

There is, however, a very distinct blue glow emanating from the sword, most intensely from the newly-manifested runes in the beveled middle of the blade and the gem at the base of the metal. The elf closes his eye and lets out a long exhale, and the last of the light around his staff disappears. “May this day be a testament to Thy Glory,” he whispers as he slowly lowers himself into a cross-legged position.

 

It is several minutes before he moves again. The elf reaches up to take hold of the edge of the altar, which he uses to pull himself up. As he rises, torchlight reflects off the thick sheen of sweat that covers his forehead. He stands straight for a moment, his chest rising and falling with each inhale and exhale, before he reaches down and takes hold of the blade with one hand. After a moment of looking down at the radiant runes and gem, he closes his eye.

 

“Tahariae, Blessed Lord, I call upon Thy power…” he whispers. “Grant me Thy holy power, that I may bring glory to Thy name this day.” His prayer cuts off as a glimmer of blue light suddenly sparks into existence above the palm of his free hand. The elf inhales, and the light suddenly expands, the swirling mass coating his hand. After a moment of hesitation, he reaches down and takes hold of the blade’s handle with his radiant hand.

 

Immediately, the runes suddenly brighten with a loud hum. Heshakomeu pivots, swinging the sword behind him; as the blade flies through the air, lapis light bursts into existence around the aurum blade, forming a dripping tendril that flies backward to curl protectively around his back. It writhes in the open air, twitching and curling and not touching the priest’s back, until Heshakomeu lunges forward, bringing the sword up and then in a downward arc. The tendril follows the blade, but the moment the blade becomes perpendicular to Heshakomeu, the holy energy flies off into the foliage outside the shrine, quickly wrapping around the trunk of a tree. Heshakomeu straightens, watching the quivering solid light tighten around the trunk, before closing his eyes. He inhales, then slowly exhales; as the breath escapes him, the radiance around his palm, blade, and the tree fades to a haze, then disappears entirely, leaving only an afterglow in the cleric’s vision.

 

Greater Ward

Spoiler

A powerful ward that would be able to protect a large house, and unholy creatures of all amounts of power from crossing without perishing after prolonged contact. Prolonged contact with tainted magic or breaking the mana gem would be necessary to break down the ward. The cleric will recite either an improvised or memorized prayer while utilizing or preparing components. Once they finish, the connection between themself and the patron is established, and their body and components are flooded with holy energy, which they direct into the mana gem and the ground they wish to ward through willpower and conscious thought. The cleric then focuses on spreading the light outwards, rooting it in the ground, and focusing it within the mana gem, typically while chanting or praying out loud. The cleric will then sense when the ward has taken hold, which shall be visible to witnesses when the glowing runes cease appearing along the edges of the warded land and remain branded upon it. To end the spell, the cleric simply focuses on closing their connection, typically while uttering further prayer, and the light disappears. In this scenario, a large patch of farmland is being warded. The gem in the center of the circle warded is the mana gem.

 

Heshakomeu holds out both medallions clutched in his hands over the large sapphire gem embedded in the rich soil of the farmland, closes his eye, and bows his head.

 

“Tahariae, oh Blessed One, Aengul and Lord of Purity,

I bow before Thy glory.

I am but mortal dust, yet You have chosen me to do Thy will,

And I am honored to fulfill it.”

 

As he prays, a steady blue haze begins to grow around his medallions. As the last syllables roll off his tongue. the haze transforms quite suddenly into a bright, solid radiance.

 

Heshakomeu inhales deeply, then slowly exhales. As the breath leaves his lungs, the blue light descends into the earth, creating a thin blue glow shining through the dirt. It spreads out past the priest, going around thirty feet in every direction before the glow suddenly deepens in hue. It pushes the earth asunder, creating thick rifts in the soil in the shape of glyphs and runes in some unknown, forgotten language as a large circle of blue radiance begins to rise out of the area.

 

“O Pure One, sanctify this land with Thy most holy presence;

Protect it from the evil beings that walk the earth and taint the realm.”

 

The light ebbs in intensity and luminance. A low hum has also become audible at this point, growing louder with each rise in luminance and quieter with each fading.

 

“O Pure One, remember our service to Thee;

Guard us as we have guarded and protected our faith in Thee and Thy Mission.”

 

The circle completes. Heshakomeu exhales softly before beginning a softer prayer; as he does, the light lifts from the ground and returns to swirl around the swinging medallions:

 

“To You I promise my loyalty,

And pray that I shall serve no other lord before Thee.

And to You I promise my heart,

And pray that Thy Light may purify and make it just.”

 

There remains a very distinct blue glow emanating from within the deep rifts in the dirt, rising to form a translucent barrier of lapis hue that shimmers and pulsates in the warm air. It rises some twelve feet or so, before it begins to lose shape and fade, its top constantly shifting and changing. The elf closes his eye and lets out a long exhale, and the last of the light around his medallions disappears. He slowly lowers himself into a cross-legged position in the center of the circle, a sheen of sweat visible upon his furrowed brow.

 

 

Tier 5 - Master

Spoiler

The cleric is now a master of the art of blessing. They can imbue objects with Tier 5 cleric spells and very complex aesthetic and utility spells (such as imbuing the entire room with Aengulic power, blessing multiple objects at once and making the room itself possess specific traits and effects), and create wards large enough to surround small settlements of a few houses. As with all cleric magic, a cleric never truly stops growing in power and ability, but their growth slows down tremendously upon reaching Tier 5. They shall steadily and slowly be able to grant longer and more powerful enchantments to their weapons and tools, and ward larger areas of land. It is considered impossible, however, to be able to ward off an area as large as a city, or even large village, by a cleric’s self. By the time a cleric has been an alterationist for a year, they would likely see no more significant growth in their abilities. At such a point, they would likely be able to create wards large enough to surround a small village.

 

Major Blessing

Spoiler

A blessing of incredible power that can imbue aesthetic, utility, and combat spells. The cleric will recite either an improvised or memorized prayer while utilizing or preparing components. Once they finish, the connection between themself and the patron is established, and their body and components are flooded with holy energy, which they direct into the mana gem and the object through willpower and conscious thought. The cleric then focuses on what effects they wish to imbue into the object, including whether it shall have a constant effect, a specific trigger (like an action or phrase) to activate it, or require contact with clerical light to activate. Announcing the effects in vocal chanting is common. The cleric will then sense when the blessing has taken hold, which shall be visible to witnesses when the glowing runes cease appearing in the object and remain branded upon it. To end the spell, the cleric simply focuses on closing their connection, typically while uttering further prayer, and the light disappears. In this scenario, a room is being blessed with many aesthetic attributes, such as floating braziers, a floating altar, the stained glass figures eyes glowing, and a radiant clerical symbol, as well as the added effect of the scriptures carved in the walls illuminating every time someone uses clerical magic within the room. The giant diamond in the floating altar is the mana gem.

 

Heshakomeu stands in the center of a room, surrounded by burning candles. The stone bricks that make up the walls are covered in deep engravings, all in Elvish, and are interspersed with four towering stained glass windows each depict a rearing stag of either gold, white, silver, or blue. Several iron braziers sit on the stone floor, large flames burning with light crackles. The altar, made of a thick, opaque glass, has an enormous block of diamond set in its center, perfectly integrated with the rest of the design. It sits rather low on the stone floor.

 

His head is bowed, his eye closed, and his staff is held vertically in front of him. After a single inhalation and exhalation, Heshakomeu begins:

 

“Tahariae, oh Blessed One, Aengul and Lord of Purity,

I bow before Thy glory.

I am but mortal dust, yet You have chosen me to do Thy will,

And I am honored to fulfill it.”

 

As he prays, a steady blue haze begins to grow around his staff, and the candle flames suddenly shift color to a light blue, their little lights wavering in unison. As the last syllables roll off his tongue. the haze transforms quite suddenly into a bright, solid radiance.

 

Heshakomeu inhales deeply, then slowly exhales. As the breath leaves his lungs, the blue light descends into the stone bricks below his feet, quickly bursting outwards to enter into the walls, trace the edges of the figures in the stained glass, and immediately cover the braziers and altar with radiant blue glyphs.

 

“O Pure One, to You I dedicate this shrine,

And pray that You would imbue Thy holy power within, so that we may feel Thy presence always.”

 

The light ebbs in intensity and luminance with each of the priest’s breaths, as well as a low hum accompanying the process, growing louder with each inhalation and quieter with each exhalation. Slowly, the scattered objects throughout the room begin to lift, as though lifted by the heated pressure that slowly builds in the room. The lapis glow concentrates in the enormous diamond, a radiance that transcends the brightness that has filled the rest of the room. Heshakomeu draws in a shuddering breath, then releases it, before continuing:

 

“To You I vow to bring into being Thy Pure Vision of the realm,

And pray Thy Five Tenets be upheld in all my actions.”

 

The altar reaches the height of Heshakomeu’s waist before ceasing its rising, instead hovering, a low hum emanating from it. The braziers, too, cease their rise, at around a foot above Heshakomeu’s height. The eyes of the stags in the four windows all glow a radiant blue, the Aengulic power coupled with the majestic stance conveying a feeling of judgment on those who would gaze upon it. The scriptures engraved on the walls pulses slowly, the words glowing, then diminishing once more, in the low torchlight. Finally, as everything becomes relatively still, Heshakomeu exhales softly and ceases his chant. He then begins a softer prayer; as he does, the light diminishes from the cracks between the stone brick and the carved scriptures, and begins to grow once more around his staff:

 

“To You I promise my loyalty,

And pray that I shall serve no other lord before Thee.

And to You I promise my heart,

And pray that Thy Light may purify and make it just.”

 

The elf closes his eye and lets out a long exhale, and the last of the light around his staff and in the engraved words disappears. “May this day be a testament to Thy Glory,” he whispers as he begins to slowly lower himself into a cross-legged position, only to collapse halfway down, laying still in the radiant room, in which a hum is still present.

 

Major Ward

Spoiler

An extremely powerful ward that would be able to protect a small village, and unholy creatures of all amounts of power from crossing without perishing after prolonged contact. Significant prolonged contact with tainted magic or breaking the mana gem would be necessary to break down the ward. The cleric will recite either an improvised or memorized prayer while utilizing or preparing components. Once they finish, the connection between themself and the patron is established, and their body and components are flooded with holy energy, which they direct into the mana gem and the ground they wish to ward through willpower and conscious thought. The cleric then focuses on spreading the light outwards, rooting it in the ground, and focusing it within the mana gem, typically while chanting or praying out loud. The cleric will then sense when the ward has taken hold, which shall be visible to witnesses when the glowing runes cease appearing along the edges of the warded land and remain branded upon it. To end the spell, the cleric simply focuses on closing their connection, typically while uttering further prayer, and the light disappears. In this scenario, a field of farmland is being warded. The gem in the center of the circle warded is the mana gem.

 

Heshakomeu holds out both medallions clutched in his hands over the large sapphire gem embedded in the rich soil of the farmland, which is surrounded in tall, lit candles, closes his eye, and bows his head.

 

“Tahariae, oh Blessed One, Aengul and Lord of Purity,

I bow before Thy glory.

I am but mortal dust, yet You have chosen me to do Thy will,

And I am honored to fulfill it.”

 

As he prays, a steady blue haze begins to grow around his medallions. As the last syllables roll off his tongue. the haze transforms quite suddenly into a bright, solid radiance. As if an echo, the candle flames suddenly flicker and shift to an identical hue.

 

Heshakomeu takes in a deep inhale, then slowly exhales. As the breath leaves his lungs, the blue light descends into the earth, creating a thin, humming blue glow shining through the dirt. It spreads out past the priest, going far into the distance in every direction. Suddenly, there is a thunderous roar as walls of opaque lapis radiance burst out from the field, towering at some twenty feet or so before it begins to lose shape and fade, its top constantly shifting and changing. It pushes the earth asunder, creating thick rifts in the soil in the shape of glyphs and runes in some unknown, forgotten language along the perimeter of the wide circle.

 

“O Pure One, sanctify this land with Thy most holy presence;

Protect it from the evil beings that walk the earth and taint the realm.”

 

The light ebbs in intensity and luminance. A low hum has also become audible at this point, growing louder with each rise in luminance and quieter with each fading.

 

“O Pure One, remember our service to Thee;

Guard us as we have guarded and protected our faith in Thee and Thy Mission.”

 

The circle completes. Heshakomeu exhales softly before beginning a softer prayer; as he does, the light lifts from the ground and returns to swirl around the swinging medallions:

 

“To You I promise my loyalty,

And pray that I shall serve no other lord before Thee.

And to You I promise my heart,

And pray that Thy Light may purify and make it just.”


There remains a very distinct blue glow emanating from within the deep rifts in the dirt, rising to form a translucent barrier of lapis hue that shimmers and pulsates in the warm air. The elf closes his eye and lets out a long exhale, and the last of the light around his medallions disappears. He slowly lowers himself into a cross-legged position beside the gem, a sheen of sweat visible upon his furrowed brow. He remains sitting for a moment, before seeming to lose the will to remain doing so, and falls backward into the grass on his back.

 

 

 

Red Lines for Blessing and Warding

Spoiler

Blessed objects and wards cannot have infinite power. They can be incredibly strong, but they must be able to be broken in certain viable encounters. That is up to discussion between the creator of the ward and the force attempting to break it.

 

Whatever amount of Aengulic power was imbued into the artifact or ward in the original ritual, that is the permanent maximum amount of power the artifact or ward can possess. A weak ward will always be the same size and strength; a weak artifact will always bear its original traits.

 

Only those who have been taught how to bless can bless objects and create wards. If a war cleric attempted to imbue an object or area with their light without having been properly instructed on how to, the light would simply wash over said object or area and leave no energy.

 

Once a blessed object runs out of power, it is simply an object. It holds no Aengulic power until refilled, and light cannot be channeled through it. It requires a mana gem to be refueled.

 

Energy cannot be drawn from the artifact for healing or war cleric spellcasting.

 

Only Tahariae clerics can make wards.

 

Yeu Rthulu clerics cannot imbue items with war cleric spells. Artifacts blessed by Yeu Rthulu do not have any offensive capabilities whatsoever; taint and offensive unholy power is pushed off and away.

 

Blessed artifacts cannot be enchanted with effects that dramatically alter its characteristics, such as bags that hold more than they could physically allow, or decrease the weight of something.

 

 

Disconnection

Spoiler

Disconnection is a specific spell that can be learned by any powerful cleric. It is a heavily guarded spell; with the power of disconnection, a cleric can remove the ability of any other cleric of or below their level of power to use the power of their Aengul ever again. The easiest way to understand disconnection is cutting rope. If the connection between the Aengul and their cleric is a rope, then the disconnector focuses their light on this bond and burns it away.

 

If a cleric breaks one of the Aengul’s tenets, they would suddenly find their growth as a cleric in power would cease, until their disconnection removed their powers entirely.

 

Disconnection can only be performed on a cleric if said cleric has broken one of their patron Aengul’s tenets. If they have not broken the tenets or server rules, and are still disconnected, the disconnecter will be targeted for disconnection." The disconnector must find out about the transgression ICly. The only exception is if the LT feels the to-be-disconnected cleric is a particularly bad cleric, in which case they will notify someone with the ritual to perform the disconnection.

 

When a cleric is disconnected, all clerics of that same patron will feel a pulse within their soul, a momentary feeling of utter sadness and melancholy that overwhelms them. It would quickly disperse, becoming only a memory.

 

Player inactivity does not warrant disconnection. This rule only applies to active cleric characters. Inactive clerics are assumed to have been called on some quest into the wilderness and thus have not had the opportunity to ignore wounded or the spread of unholiness, because they simply aren't around.

 

The severed connection between the cleric and the Aengulis incredibly physically painful, a burning throughout the cleric’s entire body, and has after effects that include, to varying degrees the player of the disconnected cleric decides, severe depression, auditory and visual hallucinations, psychosis, and anxiety. They are also forever cut off from their patron. They may become followers of other patrons, but the disconnection shall never be forgotten by the betrayed patron, and they cannot ever be reconnected through the connection ritual. These effects last for the same amount of Elven weeks as the cleric’s tier, unless the cleric was a Tier 5, and then the effects are permanent. These effects cannot be banished, even with holy magic; part of the soul has been ripped and broken. The body does not react to that kindly. The cleric may find their symptoms temporarily relieved by mental healing, but they will return in full-effect after only a few days. After an Elven month, the effects will begin to subside, but they will never truly fade for a disconnected master cleric. The only thing that can end this suffering is connection to either another holy patron (Xan, Aerial, or Yeu Rthulu) or the Aspects, which shall render the effects temporary, and within five Elven weeks the effects shall disperse.

 

Augurs of Yeu Rthulu, if disconnected, will experience anger once more alongside other disconnection effects, and will have to learn how to deal with anger once more.

 

And now, for the spell itself:

 

Disconnection

Spoiler

The pinnacle of a cleric’s destructive powers. This exceptionally-difficult  ritual allows a cleric to send their light within a mortal’s soul, and, with clerics, rip out their very connection to their patron Aengul. The cleric will recite either an improvised or memorized prayer while calling forth feelings of anger, betrayal, and disgust, akin to that of summoning the light of a war cleric. Once they finish, the connection between themself and the patron is established, and their body and components are flooded with holy energy, which they direct into the cleric to be disconnected through willpower and conscious thought. The cleric must then focus on pushing as much holy power as they can within the cleric’s body, and focus on pushing the light deep within the their chest. Eventually, the pressure will be so intense that the cleric performing the ritual will feel the light “transcend” to a different level, and  immediately be drawn to what feels like a hole in the cleric’s soul. Once soul of the cleric being disconnected is entered, indescribable burning agony would overwhelm them. The cleric then surrounds the “hole” with their light, and pulls outwards, drawing the “hole” out of the cleric’s being. As soon as it exits the cleric’s chest, a pillar of light in the color of the disconnected cleric’s aura would burst out from around the two clerics, a blinding radiance that renders the clerics mere silhouettes. The cleric then pulls the “hole” - which shall appear to the cleric like a very dense, very bright singularity in the color of the disconnected cleric’s light - into their hand, and focuses all their light upon it, crushing it. The substance shall be extinguished, and as soon as it is, the pillar of light immediately disperses, returning the area to its normal luminance. To end the spell, the cleric simply focuses on closing their connection, typically while uttering further prayer, and the light disappears.

 

Heshakomeu sets a hand on the cleric’s shoulder, who stands before him in the forest clearing, tense and rigid. He closes his eye, bows his head, and sets his other hand on the cleric’s chest. He then begins to whisper:

 

“Tahariae… Tahariae, O Lord, O Sacred Teacher of the Seven Heavens…

Revoke Thy Blessing from this follower of You who could not understand Thy lessons.

Revoke Thy Blessing from this follower of You who has scorned You and abandoned You.

Revoke Thy Blessing from this follower of You who cannot bring Thy Mission to completion.”

 

As the high elf whispers, his face contorts into an expression of fury, his lips curling in disgust and his entire face visibly tensing. As the last syllables of the prayer roll off his lips, a bright lapis light bursts into existence around the palm laid on the cleric’s chest. Heshakomeu takes in a breath, then releases; the light suddenly swells in size.

 

The cleric would feel the warmth of the light suddenly permeate through his skin and into his chest. It would be uncomfortably hot, immediately creating a burning sensation within their chest. The pressure would increase within them, as would the heat, growing more and more painful.

 

“Revoke Thy Blessing, O Lord, for this one is undeserving of it,” says Heshakomeu, his fingers exert a light pressure on the cleric’s chest.

 

The cleric would feel the light suddenly transcend within them, reaching past flesh and blood, but into their very being. Immediately, indescribable agonizing burning pain would overcome the entirety of the cleric.

 

Heshakomeu’s grip tightens as the cleric begins writhing and screaming under his light, and kneels swiftly as the cleric’s knees buckle from underneath him. The elf stares at the chest of the cleric, his furious expression still contorting his features.

 

The cleric would feel the light surround where he felt his power come from when he had summoned Tahariae’s light in the past. Again, the pressure mounts inside him, but the cleric barely notices, only continuing to writhe and scream. The Thing suddenly dislodges within the cleric, and after another moment, floats out from its transcendent space, then out of his chest.

 

The moment it exits, golden light explodes out of the cleric’s chest. It rushes past the two clerics, forming an enormous pillar of light around the two in the clearing that blasts leaves and dirt outwards. Heshakomeu slowly withdraws his hand, in which is what seems to be an infinitely small point the golden light around them seems to be rushing into, creating an effect similar to that of a lens flare. The lapis light around Heshakomeu’s palm encapsulates it, surrounds it, then crushes inwards. There is a moment of resistance, before it suddenly disappears. In perfect synchronization, the swirling column around them disappears as well, leaving the two clerics alone in a clearing. The soil and grass below their feet is blackened, a wide radius of destruction around them.


Sweat covering his face, Heshakomeu throws his hands off the cleric, who lays on the ground sobbing. Without another word, the cleric walks off, back into the forest.

 

 

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Changelog:

 

Editing fixed.

 

To do:

 

Edit significantly/remove specialization in war clericism

Edit emotes, overall descriptions, and spell explanations in Blessing to clarify its difficulty for clerics.

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Suggestion: Add a Tl dr please.

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3 minutes ago, Stobohobo2 said:

Suggestion: Add a Tl dr please.

 

no :^)

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Idk a few things bother me just a tad. 

 

- Being able to affect Golems is weird. Also Alchemical creations shouldn't be something your magic has an increased affect on. I just feel that covers something just because it exists but alchemy is alchemy! 

 

- it feels your shields are arcane shielding but with added powers. In the past clerical shields only worked against those falling in the dark category. Is that the same? (and the same for the rest of this magic). 

- Clerics having a rooting ability when they can already heal, defend, burn, blind, throw blunt projectiles and summon weapons/armor seems a bit overkill. I do however really like the idea that you specialize in one field if you want to be pro but Im afraid of the jack-of-all trade clerics recking with super power spells that are still stronk at medium strength.

 

Thoughts? I feel that clerics, war clerics in particular don't have any weaknesses. 

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1 hour ago, BrandNewKitten said:

Idk a few things bother me just a tad. 

 

- Being able to affect Golems is weird. Also Alchemical creations shouldn't be something your magic has an increased affect on. I just feel that covers something just because it exists but alchemy is alchemy! 

 

- it feels your shields are arcane shielding but with added powers. In the past clerical shields only worked against those falling in the dark category. Is that the same? (and the same for the rest of this magic). 

- Clerics having a rooting ability when they can already heal, defend, burn, blind, throw blunt projectiles and summon weapons/armor seems a bit overkill. I do however really like the idea that you specialize in one field if you want to be pro but Im afraid of the jack-of-all trade clerics recking with super power spells that are still stronk at medium strength.

 

Thoughts? I feel that clerics, war clerics in particular don't have any weaknesses. 

 

- I have been told often that holy magic does not mix well with golem cores due to the manipulation with souls or something. I would be fine removing that if a golemancer comes and confirms that golems have not ever been susceptible to holy powers. Alchemical creations, such as humonculi, are definitely susceptible to holy power. Every RP experience with humonculi involved has definitely involved holy magic affecting them badly, because they are soulless beings that are a mimicry of natural life.

 

- With all due respect, clericism predates arcanism. Arcanism is war clericism with many many added abilities. I don't recall clerical shields only working against tainted magic; there are very few tainted projectiles and weapons in the Dark Arts.

 

- Weapons are literally only for dramatic executions and cannot be held for longer  than fifteen to thirty seconds without the cleric passing out, and we cannot summon armor. That said, these abilities are powerful at the expense of versatility and efficiency. They do not come anywhere near the magical capabilities of Voidal mages due to longer, indiscreet casting times, not to mention clerics are bound by a strict code of conduct that, if broken, results in character-scarring disconnection. I mean, if we're going to compare clericism to arcanism directly... It is very clear that arcanists, who can throw an assortmentblunt projectiles, summon weightless weapons they can actually fight with, defend with incredibly-strong shields that can injure the assailant when broken, create gigantic pillars of mana and shoot lazerbeams, and create shockwaves with their shields, are much, much more powerful in the magical field. Not to mention arcanism only takes up one available slot for learning magic, and can add other magics to their repertoire.

 

War cleric magic is powerful, but Voidal magic is far, far more. Clericism essentially possesses singular spells that are the very nerfed equivalent of Voidal magics.

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War clerics may predate Arcanism but this new addition picks up a lot of stuff from Arcanism, not that it matters all too much. Voidal magic may considered more powerful but it comes at a physical penalty. I'm not sure if clerics suffer this same penalty but as they usually are capable fighters it just seems like a lot. That is just my opinion though. I do think that it all fits in the overall theme of clerical lore & so long as War Clerics aren't claiming superiority in the shielding department all is good. :]

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22 minutes ago, Ventusyr said:

 

- I have been told often that holy magic does not mix well with golem cores due to the manipulation with souls or something. I would be fine removing that if a golemancer comes and confirms that golems have not ever been susceptible to holy powers.

 

 

Golems have never been susceptible to holy powers.


On another note though, from the snippets that I read this looks cute. Vry good.

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8 minutes ago, BrandNewKitten said:

War clerics may predate Arcanism but this new addition picks up a lot of stuff from Arcanism, not that it matters all too much. Voidal magic may considered more powerful but it comes at a physical penalty. I'm not sure if clerics suffer this same penalty but as they usually are capable fighters it just seems like a lot. That is just my opinion though. I do think that it all fits in the overall theme of clerical lore & so long as War Clerics aren't claiming superiority in the shielding department all is good. :]

 

Well, the vast majority of these spells have been in the clerical repertoire since Aegis, but yes, shielding was edited and I did use arcanism to inspire said edits. I also made sure to clarify clerics do not claim superiority in any realm that has a Voidal counterpart, though seeing as I pulled the magical stuff out of the thread because everything italicizes after the Utterings of Tahariae, said clarification will be here... Soon.

 

7 minutes ago, Nalatac said:

 

Golems have never been susceptible to holy powers.


On another note though, from the snippets that I read this looks cute. Vry good.

 

Thank you! Will edit golems out.

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I disagree with the changes to disconnection and for that you should just  go with Tsu's lore. Willingly leaves no effects and if it is against their will/punishment for failure the effects are perm and cant be escaped from even if you deity jump at most it should just lessen the effects.

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16 minutes ago, Samsan99 said:

I disagree with the changes to disconnection and for that you should just  go with Tsu's lore. Willingly leaves no effects and if it is against their will/punishment for failure the effects are perm and cant be escaped from even if you deity jump at most it should just lessen the effects.

 

I would like to ask you wait for me to post the section on disconnection before vehemently disagreeing with it.

 

The effects are permanent only if the cleric is Tier 5, and if they join with another deity the effects are banished completely. "Deity-hopping" is now fine, as is leaving if clericism isn't what they thought it would be. Tier 5 is a little late to think "oh shoot I don't wanna do this anymore", and if it is, then that's an enormous shift in character and the effects of traditional disconnection are meant to accompany that literal betrayal of the Aengul by a trusted servant. And the effects lessen over time, even if they do not completely go away.

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4 minutes ago, Ventusyr said:

 

I would like to ask you wait for me to post the section on disconnection before vehemently disagreeing with it.

 

The effects are permanent only if the cleric is Tier 5, and if they join with another deity the effects are banished completely. "Deity-hopping" is now fine, as is leaving if clericism isn't what they thought it would be. Tier 5 is a little late to think "oh shoot I don't wanna do this anymore", and if it is, then that's an enormous shift in character and the effects of traditional disconnection are meant to accompany that literal betrayal of the Aengul by a trusted servant. And the effects lessen over time, even if they do not completely go away.

 

When you first join the magic they should know IC/OOCly they are giving apart of their characters soul to a deity and there are punishments for breaking it. Only punishing the strongest even though all should be taking his duty on in the same way apart from the few newest to his order. If it is done as a punishment I think t3 should be effected even if it isnt as much as a t5. they have been in the order awhile and should of know right from wrong when it comes to duty. If they just go "I dont want/cant do this" they would be getting Dc'ed willingly and wouldn't get as much as a punishment at lest the way it is now 

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9 minutes ago, Samsan99 said:

 

When you first join the magic they should know IC/OOCly they are giving apart of their characters soul to a deity and there are punishments for breaking it. Only punishing the strongest even though all should be taking his duty on in the same way apart from the few newest to his order. If it is done as a punishment I think t3 should be effected even if it isnt as much as a t5. they have been in the order awhile and should of know right from wrong when it comes to duty. If they just go "I dont want/cant do this" they would be getting Dc'ed willingly and wouldn't get as much as a punishment at lest the way it is now 

 

For below Tier 5, the longer you are a cleric, the longer the effects persist. I wrote in the system of an Elven week per tier. A Tier 3 would suffer from disconnection effects for three weeks (three IC years) before they would abate, which I figured was time enough for punishment for clerics who have only been a cleric for a couple months. I did not want to draw a distinction between willing and unwilling: that would mean that the people who are salty over losing cleric magic would also now have to roleplay their character being broken, and people who decided they were bored with clerichood would have no punishment whatsoever. No, its best to have a flat disconnection effect, and a punishment that worsens the longer you stay a cleric, which makes more IC sense anyways.

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