Faewilds 218 Popular Post Share Posted April 28, 2020 Clerics of Tahariae (A Depiction of Tahariae fighting Impurity in the world) Table of Contents: Background/Origin Magic Explanation Abilities Spells Magic Redlines Tier Progression Purpose More information/Cited sources. Background/Origin Spoiler For years the Clerics of Tahariae had served their mission faithfully. Following the teachings and utterances given to them from Tahariae himself. Many different texts of ancient history note the triumphs and deeds of the different Clerical Orders that had sprung into existence. Different texts note the many failures and shortcomings of these orders as well, though many of these records and Tomes have been lost to the ages as all things become lost to time. Since the time of Rebekah and Jacob, many different Clerics throughout the ages have been born. They have served dutifully and upheld their mission. This, however, was not always the case of the Clerics in more recent history. While most of the history from Vailor, Axios, and Atlas has been lost to time, the undeniable truth remains ever-present. The Clerics displeased Tahariae with their blatant abuse and misguided beliefs with his holy light. Those Clerics who sought only to cause a war between the orders, to create chaos by disconnecting their brethren angered the Aengul of Purity. As such, he reached out and removed his light from the world below leaving those he had once chosen without his gift and blessing, a test of sorts. Through this time the former Clerics all disbanded. Leaving behind their orders and each other, many leaving the land entirely or seeking other purposes in life. As with time the Clerical order was all but forgotten, anyone carrying the name was laughed at or scorned, and as such people forgot the deeds that the Clerics had done to protect the descendants. Though now on the lands of Arcas the faithful have begun to regather. To spread the message of purity that their Lord seeks to spread across the land. Those who have never given up being what it means to be a Cleric. Hoping and praying that their Lord would one day return, to gift them with his light once more so that they may guide the lost masses back into the cleansing light of purity again. Magic Explanation Clericalism is a [3] slot deity-magic, allowing the user to forge a connection with the Aengul of Purity, Tahariae, in order to bring about his magic in the form of support and healing, with a smaller collection of combat uses. Though it takes only 3 magic-slots out of anyone’s given 5, they are incapable of practicing other magics with it, only having a few exceptions. Those are that of Kani and Chi, along with further alchemy that doesn’t affect the soul. Spell slots Spoiler Clerics are given Tahariae’s Light in order to cast Clericalism in the forms of both combative and non-combative uses. In this, their number of spells are accounted for in Spell-Slots that increase throughout their growth in tiers, at specific points in time(marked through Tier Progression). These Spell-Slots regenerate any time an RP scenario ends - thirty minutes without roleplay. Tier 1: 2 Slots Tier 2: 4 Slots Tier 3: 6 Slots Tier 4: 8 Slots Tier 5: 12 Slots The exhaustion of a cleric comes in the form of mental strain that, over time, begins to affect their physical functions. The greater one is in Clericalism, the more Light one possesses - and thus the more risk they are in when overcasting their magic. Once the second Spell-Slot has been consumed, the Cleric will begin to find the edges of their vision blurred, though this is not yet enough to keep them from seeing to any major detrimental degree. Upon the fifth Spell-Slot being consumed, the Cleric will find that their thoughts have grown hazed slightly; at this point causing them to have partially delayed reaction times, though again - not to any major detrimental degree as of yet. At the consumption of the eighth Spell-Slot, the Cleric will begin to develop a major migraine, causing them to slip up more often in whatever actions they are performing. And lastly, at the consumption of the twelfth Spell-Slot, the Cleric will find that most of their mental functions have grown so sluggish and delayed, that they are incapable of little more than faint motions with their arms and scatterbrained, seemingly random statements. Holy Symbols Spoiler Tahariae’s Light is a volatile substance that wreaks havoc upon the body of any mortal that attempts to funnel such through their body, and cast Clericalism. This is fully manageable up until one completes Tiers 1-3 of Clericalism. At this point, to keep the damage caused by their casting purely within their mind for spells of Tiers 4 and 5, they must use what is known as a ‘Holy Symbol’ - any item that can be carried, and thusly used to channel Tahariae’s divine Light through something other than their body. This is not to say that it is inherently impossible to cast without a Holy Symbol, only extremely dangerous and difficult to perform. Upon the casting of any spell, regardless of Spell-Slots required, of Tiers 4-5 without the aid of a Holy Symbol, the Cleric will suffer Tahariae’s wrath brought upon their own body. Burns and scars covering them of second to third degree, and leaving the given Cleric weakened severely. Should the Cleric ignore this warning and cast once more without it, their spell will succeed; but the cost is their life. A Permanent Death considered suicide. The full details of what is, and how to make, a Holy Symbol is defined under the Ritual-Spell, “Holy Symbol Creation.” The Four Questions Spoiler Tahariae, in vacating the mortal realm, left behind nothing. No Clerics to continue his glory, no Light to wash away impurity. Only a vacant spot where he once stood strong. Years passed and, when his strength fully returned to him, he looked upon what occurred - Finding the warriors of his battle-brother Xan having taken the stage, and all of his past Clerics... Gone. Fled, without his Light. Cowards in his eyes, his wrath grew, and he vowed to show them where their faults lie not through their hunting, but by finding the few still who followed his ways. The four who followed Tahariae willingly until the end. He called them forth to meet with him upon a mountain and gave a cry to his new laws - Though they were not laws in the traditional sense. He took his four beacons of power, his four colors, and laid each of his present servants with one. In addition, he gave forth to them a question per. A question that would mark what lay yet as pure in Tahariae’s eyes. To the Golden Knight, he asked, Does that which lay before you need aid? Are they hurt, hungry, homeless or starving? What would we be, if we allowed those below us to exist without hope? This is to mark ‘Pure’ as those who do not live in squalor or in otherwise poor conditions. Clerics should strive to aid such figures, and better the lives of all around them. To the Silver Servant, he asked, Does that which lay before you cry in pain and suffering? Do they bear upon their bodies the mark of impurity, that leave them hideous or praying for a release? What would we be, if we ignored their suffering? This is to mark ‘Pure’ as those who do not bear bodily injury or scar. Clerics should strive to heal as best that they can and alleviate the sufferings of those around. Mercy-killing is allowed if true healing is not possible. To the White Sage, he asked, Does that which lay before you belong in this realm? Is it a true natural being? A natural magic? Does it serve a purpose? What would be we, if we let our world go touched by the strange? This is to mark ‘Pure’ as something naturally within our realm, or prone to a positive purpose. Voidal magic, dark magic, creatures, and even deity magics must have some sort of purpose that would benefit the realm if they are to be deemed pure. To further elaborate, voidal magics alone are mostly impure in that they bring nothing but power to those who hold them. Dark mages and creatures fall under the same category. Druids and Azdrazi and similar factions as well fall under ‘pure’ deity connect. To the Blue Zealot, he asked, Does that which lay before you pose a danger to others? Bandits so seeking to steal and pillage? A shade willing to cast upon others with their vile arts? What would we be, if we let such walk unchallenged, that which would cause impurity in the ways of my first and second question? This is to mark ‘Pure’ as someone who is not a clear danger to others. Dark Magi may be exempt from this if their magics are not innately harmful. People break this requirement of purity by bringing people pain through injury, or otherwise destroying their livelihoods; bringing forth the first two questions. Thus it is noted that these questions determine what is and is not impure. The first two questions are for the aid of others, and should either of these be broken, the Cleric’s mission should be to aid them and wash away any wounds or signs of struggle from them. For in Tahariae’s eyes, purity is defined through a healthy lifestyle, free from the pains caused by war and strife. The third marks impure as anything that is unnatural without cause; that all magics and creatures should have a true reason to exist that somehow aids in the other questions. If something does not help here, then it is better off not existing. A Cleric need not attack something for being ‘unnatural’ or ‘without a cause’, but if they do then it will not bring upon them disconnection. The fourth tenant marks outright dangers as impure, and it is the one time in which a Cleric must act offensively. Being a dark mage alone does not constitute this, but being something that requires death to survive, or you are otherwise a clearly proven bandit or villain, does. The Law Spoiler Though Tahariae’s four Questions define a Cleric’s life and what they must actively strive to accomplish, he did not in this define the rules in which his Clerics must abide by or risk disconnection. And so after listing his questions to each of his four devotees, he laid upon all of them at once a law. A single rule, that should one break, they are to be hunted and disconnected from his Light. To the four Clerics of Tahariae he declared, In following my ways, and my will, I pray that each of you understands what is Pure. But the path to a perfect realm is not easy, and on your way, you will find those who claim fault in me, your Lord. In me, and my ways of Purity. Let it be known now, that those who would raise harm or magic upon those pure, and work against my goal are the vilest of vile. To ruin purity by the desecration of what which is pure, will bring forth a consequence that will change them. A punishment harsh enough to leave one shattered. Where they found solace in me before, they will find naught but an angry beast. This is to mark the “Disconnectable” rule. For a Cleric to raise harm to a descendant who is not impure by any of the four questions, in any capacity, will mark them for disconnection. Evidence of this being done must be provided for disconnection. Non-Descendants do not count unless they too are a Cleric. Abilities Connection/Disconnection Spoiler Connection and Disconnection are two abilities that each must be taught to a Cleric by someone with an accepted TA (Though you needn’t have one to practice Disconnection). These may be done only in a place under the current effects of Blessed Grounds, though each requires utter focus and concentration. The Cleric conjures forth their Holy Light in order to wrap such around the soul of the to-be connected/disconnected. In connection, the Cleric forges their light akin to a barrier around their soul, warding off the dark and forming a vessel to house further Taharian Magic. In disconnection, the Cleric’s light attacks that vessel - tearing it and allowing Tahariae’s magic to escape, leaving a hole in its wake. Each process is extremely long and painful to undergo, burning from the bodies of both teacher and connected/disconnected. If it is to connect a student, from then on they may begin the process of learning Clericalism and find tranquility of mind easy to find. If it is to disconnect a Cleric, from then on they find themselves in inner turmoil often; always worried, always fidgeting, always at odds with something or other. This is the cost of their lost connection. Neither of these may be done in the midst of combat or with distracting forces at play. To connect, one must be in absolute silence beyond the utterings of the teacher and the student for at least the span of an IC hour. To disconnect, less concentration is needed but the one being disconnected must be restrained and incapable of moving or fighting back for at least the span of 5 IC Minutes (Not mid-combat). A Holy Symbol must be used for both of these. Specific Red Lines: - Can not be used in combat - Can only be connected in an area that is under the effects of Blessed Grounds - Can not be used to randomly test a Cleric - Must RPly know that the Cleric broke the Law - Must not be interrupted - A failed disconnection does not mark you for disconnection. - Disconnection requires a feat application - Clerics cannot have more than one Aura Color, unless it changes entirely. Upon being Connected, a Cleric as well gains an Aura color related to their focus within their religious faith to Tahariae. There are four of these given auras, and each represents one of the Four Questions Tahariae gave to his servants: 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 bring light to dark places and keep the already existing lights glowing. 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 to bring good to the world. Valor, bravery, and unfailing courage characterize them. Lastly, as an optional aesthetic for when one breaks a Creed, they may opt to have their aura become Black. This is the Light of the Vile, the impure and distrustful who use Tahariae’s power to wreak havoc on the realm. Those with this Aura may be disconnected on sight, following all disconnection redlines. To note again, this aura change is optional and by no means forced. Aura colors are known to change during immense duress as well, so should one change their mind about taking this color after the fact, they may do so with the proper RP behind it. Using this light that the Cleric has been given will slowly become second nature to them. As such the ability to use it outside of combat or even healing is possible without exhausting them so long as they are not using it to perform any abilities that they have been taught. A Cleric can use their light freely to create small images in the air around them, giving them a free form with their casting. This can be used to help teach others, get a message across, or even cheer up a sad child by allowing the image of butterflies to dance around them. This light is harmless to the touch, lacking its purifying powers as it is simply for an aesthetic purpose. Holy Symbol Creation Spoiler Upon being connected, one might suddenly realize the difficulty of controlling energy granted by an Aengul is far higher than previously thought. To combat this, Clerics use Holy Symbols they create in order to share the burden of their magic upon a blessed and sanctified object. These Holy Symbols generally take the form of a necklace, a tome, or even sometimes a weapon - something that must be held or worn but can also be removed from the Cleric. The one overarching fact of all of them is the item will grant an aura at all times, in the same color as the Cleric’s light, as well as possess a clearly visible rune of the Cleric’s design somewhere upon it as the source of its magic. At lower tiers (1-3), when the Cleric is just learning, these are not entirely necessary as the powers they conjure are not strong enough to overcome them just yet. At later tiers (4-5), they are required to manage such spells - To channel Tahariae’s energy through another item before being released to the world. Should this requirement be ignored, the Cleric would find any casting of such violently powerful spells burning their body away from the inside out, killing them after their second spell as such and severely wounding them after one. Specific Red Lines: - Must not be an article of clothing or armor. - Must not be bound/tied to you in a way that someone couldn’t easily pull it away if they grabbed it. - Things such as weapons, necklaces, staffs, and books are fine. Shields are not allowed. - To use a Holy Symbol it must be openly exposed. - You cannot soulbind Holy Symbols. - Holy Symbols cannot be enchanted or blessed items by other magics. - Casting one spell without a holy symbol will inflict severe wounds upon the Cleric. - Casting a second spell without a holy symbol results in death and a PK. Aura of Calm Spoiler After being blessed by Tahariae and gifted the ability to wield his purifying light. A sense of calm would begin to radiate from the Cleric. An effect of wielding the light over and over again. As the Cleric trains and masters the manipulation of the light, it would begin to leave a trace of its calming presence on their form. Subtle at first, though growing stronger until the Cleric had fully mastered control over their light and the gift that Tahariae had blessed them with. This calm is not as strong as if being influenced by the light directly, though it does allow for a few passive effects to radiate from the Cleric as they go about their daily lives. Only those standing within close proximity of the Cleric, however, may even feel these changes from this Aura of Calm that they would be radiating. Specific Red Lines: - This Aura beings to radiate weakly from a Cleric upon reaching T3 - At T3 the Aura only affects those one block away from the Cleric - This effect induces a calm feeling, though nothing major. - It can not influence a person's behavior and someone can simply ignore the feeling if they wish. - This is an aesthetic only. - At T5 the reach of the Aura can expand to three blocks away from the Cleric - At this tier wisps of light can also be seen coming from the Cleric that match their Aura color - The wisps of light are purely aesthetical and do not have to come from the Cleric - A Cleric can focus and hide their Aura if they wish to do so. - Aura of Calm requires no Spell slots Spells (A Cleric harnessing their light before a battle) Searching Light | Non-Combative | T1 Emote Requirements: (1 Connection + 2 Cast) Spell Slot Requirements: 1 Description: Spoiler This Spell allows a Cleric to call forth their Light in order to aid them in discovering physical ailments upon the body, that their mortal gaze and inspection might otherwise miss. A simple spell, one of the first taught to connected Clerics. Mechanics: Spoiler The Cleric who has called forth their light may place their hand upon any descendant. Doing so will allow for the light to travel through the descendant’s body seeking out ailments, from sickness and poison to wounds and foreign objects. This does not allow for the light to seek out curses that might plague descendants. The target must be willing, and the Cleric must not be interrupted. Once someone is willing, you can see all their wounds and sickness even if they wish to keep it hidden. Specific Red Lines: - Must receive OOC consent from the target patient. - The Cleric must not be interrupted while casting this spell - This spell will allow for a Cleric to see ailments that can not be seen by normal means - This includes identifying if the target patient is sick or poisoned. - You can not see curses or use this to gain information on if the target is a creature of some kind. Stasis | Non-Combative | T1 Emote Requirements: (1 Connection + 2 Cast) Spell Slot Requirements: 2 Description: Spoiler This Spell allows for a Cleric to call forth their light to heal a wounded descendant on the battlefield. The first healing spell that is taught to a Cleric so that they can keep wounded from dying in battle. This spell allows the Cleric to quickly aid a fallen descendant, though any mortal wounds are far beyond the spell’s powers. Mechanics: Spoiler The Cleric who calls forth their light may place their hand upon a wounded descendant to quickly stabilize them during a conflict. This spell will allow for a Cleric to close minor wounds and stop blood loss. The target of this spell will be placed into a semi-healed state though if they are not treated directly after their wounds will return. This spell simply stabilizes a wounded individual so that they can be treated properly once conflict has been resolved. This spell in no way can quickly treat mortal wounds or put a wounded back into a fight. Specific Red Lines: - Must receive OOC consent from the target patient - The cleric must not be interrupted while casting the spell - This spell allows a cleric to stabilize a wounded patient during combat - This will simply stop blood loss and close up small minor wounds, but not mortal wounds - The target the spell is cast must be treated quickly, or the former wounds and blood loss will return. Palm of Light | Combative | T1 Emote Requirements: (1 Connection + 2 Cast) Spell Slot Requirements: 2 Description: Spoiler The first combative spell a Cleric is taught so that they may defend themselves. A Cleric who casts this spell can disorient an enemy by blinding them and causing them to be disoriented for a short time to allow a Cleric to resolve a situation without spilling blood. Mechanics: Spoiler A Cleric can cast this spell to help resolve a situation without needlessly spilling the blood of those around them. By pooling their light within their hand a Cleric can cause it to suddenly flash brightly disorienting those in front of them that can see the light. This causes the aggressors to be disoriented for a few moments giving a Cleric time to act to subdue any attackers without harming them. Specific Red Lines: - A Cleric can use this spell to cause those in front of them to become disoriented - The light does not burn anyone that touches it - The disorientation only last for two emotes - Does not affect anyone who can’t see - Does not cause any physical damage to the target Calming Light | Non-combative | T2 Emote Requirements: (1 Connection + 2 Cast) Spell Slot Requirements: 2 Description: Spoiler A spell gifted to the Clerics in order to help calm those suffering from trauma. The Cleric can use this spell to help those suffering from fear, paranoia, sadness, or even aid an individual by allowing the warmth and love of Tahariae to flow through the targeted individual. Mechanics: Spoiler A Cleric can call forth their light to form within the palm of their hand. By placing their hand upon the inflicted individual they can allow it to flow through the target. The light will then relieve the individual, comforting them by relieving sadness, anger, paranoia, and fear. Adding more of the Clerics’s energy into the light it is possible to put a truly traumatized individual into a peaceful state of rest. This lasts for 1 IRL day. Specific Red Lines: -This spell can help calm a person's mind -With the use of an extra spell slot and extra emote a person can be placed into a relaxed state of sleep -This spell will not permanently change the target’s mind simply relieve the trauma or emotions temporarily -The Cleric must maintain contact on the individual for this spell to continue to work. -Once contact is broken the spell shall cease to work unless the target has been placed to sleep Healing Light (minor) | Non-combative | T2 Emote Requirements: (1 Connection + 3 Cast) Spell Slot Requirements: 2 Description: Spoiler The Clerics first true spell to heal the wounded and impure on the land. With this spell, a Cleric can help those who have been wounded or harmed in many ways. This spell is however only strong enough to fix minor injuries and wounds on the injured individual. Able to stop bleeding, mend small breakages, and close minor wounds a Cleric can now help those who have been harmed. Mechanics: Spoiler A Cleric can summon forth their light bringing it to a focal point in their palm. By placing their hand on the wounded individual they can allow the light to flow through them so long as they know the extent of the wounds. The light will then begin to aid the wounded individual. Stitching closed minor wounds on the body. Mending minor breaks to the bones and stopping the loss of blood. This spell is not strong enough to heal anything that might be damaged internally or any major broken bones. Specific Red Lines: -You must receive OOC consent to heal an individual -You must have knowledge of what wounds the individual has suffered -Can stop blood loss -Can heal minor breaks and sprains -Can close minor cuts and shallow gashes but nothing larger than that -Up to the target being healed if a scar is left or not -Can not fix any internal injuries or life-threatening wounds Orb of Light | Combative | T2 Emote Requirements: (1 Connection + 2 Cast) Spell Slot Requirements: 1 Description: Spoiler A Cleric can call forth their light in place of a weapon. This spell allows for a Cleric to mold their light into an orb. This Orb can then be sent out to strike their opponent dealing blunt force damage. The Orb vanishing upon impact causing no burns like the light would normally cause. Mechanics: Spoiler A Cleric can summon their light to create an orb of light the size of a baseball. This orb can travel through the air at the speed of an arrow. Upon impact, it would feel as if you had been struck with the blunt force of a quickly thrown baseball. The orb does not cause any other kind of damaging and upon impact vanishes. Alternatively, the Cleric can increase the size and damage of the spell by giving it more light. Doing so will expend an extra spell slot allowing the orb to become as big as a basketball, and move at the speed of a thrown baseball. Upon impact, the target would take the damage of the blunt force of a mace swing before the orb would vanish. Specific Red Lines: - Requires a Cleric to concentrate on the spell. - Requires one spell slot for a smaller orb - Requires two spells slots and one extra emote for a larger orb - Does not burn the target, only doing blunt force damage Dispel Darkness | Combative/Non-combative | T3 Emote Requirements: (1 Connection + 3 Cast) Spell Slot Requirements: 3 Description: Spoiler Much like how a Cleric can use their light to provide small light to allies in dark environments. A Cleric can call forth upon their light to vanquish pure darkness. This light radiates from the Cleric themselves illuminating an area around them in soft torchlight that can cut through natural and unnatural darkness. Mechanics: Spoiler Calling upon their light. A Cleric can focus their energy into producing a radiating light from their form to cut through any form of magical and non-magical darkness. This light will extend in a radius of three meters around the Cleric and will last until natural light has filled the area they are residing in. While this spell will fade away when natural light has entered the area. The darkness will not return until either the natural light has faded once more, or the unnatural darkness has been re-summoned. This spell will last until they lose consciousness or run out of Spell slots. However, a Cleric can opt to cancel the spell, requiring a recast if they wished to use it again. Specific Red Lines: -This spell requires the Cleric to concentrate while casting -Once the spell is cast the Cleric no longer needs to concentrate while the light radiates from them -The light from this spell does not harm those who are within its radius -The radius of this spell is three meters all around the Cleric -Darkness removed by this spell can not fill the area again until the spell has been finished. -The light is only as bright as soft torchlight, it can not be used to blind enemies or allies. -The spell will end if the Cleric loses consciousness or runs out of spell slots. - A Cleric can cast other spells once this spell has been cast. - The Cleric can end the spell but must recast it if they do. Healing Light(Major) | Non Combative | T3 Emote Requirements: (1 Connection +4 Cast) Spell Slot Requirements: 3 Description: Spoiler Once a Cleric has learned how to channel their light into a descendants body to heal it, they can begin to practice and strengthen this light. With the proper training, a Cleric can now use their light to heal larger, and internal wounds. This spell can also be used to heal broken bones mending them to a small extent. While the light can heal to a great extent, it can not simply fix what is broken in a single attempt. Mechanics: Spoiler A Cleric can summon forth their light into the palm of their hand. In doing so they can then allow the light to be funneled through the descendant’s body harmlessly seeking out any imperfections in the form of injuries. This spell will then use the energy inside of the descendant to help heal the wounds themselves causing exhaustion to overtake them after the process is complete. While this does heal the intended patient, the light can not fully fix everything in one attempt. The wounded individual might need to seek out the Cleric a second time in order for their wounds to become fully healed. Specific Red Lines: - Requires OOC consent of the target patient - This spell can do anything that Healing light (minor) can do - This spell can not replace blood loss - Can heal broken bones to an extent making them function but not entirely healed - Can heal internal injuries, and stop internal bleeding - Can not remove anything that has built up internally Cure Disease | Non-Combative | T3 Emote Requirements: (1 Connection + 3 Cast) Spell Slot Requirements: 3 Description: Spoiler Diseases that plague the body create impurities within a descendant. As such a Cleric can seek out and purge the body of such impurities. Allowing the patient to be brought back to a pure and healthy state of living. Curing a disease, however, is no easy task. The process may be relatively quick or require regular visits from the Cleric in order for the sickness to be fully driven away. Mechanics Spoiler A Cleric can gather their light within the palm of their hand allowing it to be funneled harmlessly through the target patient. Should the disease be in its early stages, or nothing deadly then the light would simply purge it. Should the disease have progressed further, or be complex then several visits from the Cleric might be required in order to heal the afflicted individual. Specific Red Lines: - Requires OOC consent from the target Patient - The Cleric must maintain physical contact for the spell to work - If it is an Event disease then it requires ET oversight on being removed. - May take up to several visits to fully cure the sickness. - This spell can not be used to remove curses, only diseases Remove Poison | Non-Combative| T3 Emote Requirements: (1 Connection + 3 Cast) Spell Slot Requirements: 3 Description: Spoiler Poisons that are introduced to the body create impurities, thus it is a Clerics duty to attempt to rid such from the body of a mortal. Doing so takes time and fast-acting poisons may run their course before a Cleric can take action and remove the impurity from the form. Other poisons might be resistant and can only be slowed by a Cleric so that it can be dealt with accordingly. Mechanics: Spoiler A Cleric can call forth their light into the palm of their hand. Doing so they can then funnel this light into a willing target as the light surges forth and attempts to purge the poison from the afflicted body. Some poisons are too fast-acting or too great for a Cleric, then the light will slow down the effects instead. Sometimes the poison might be too great and the light will have no effect at all. Specific Red Lines: - Must receive OOC consent from the target player. - A Cleric has to maintain physical contact with the target player. - If the poison is an event poison then you must speak with the ET first. - Fast-acting poisons can be slowed rather than healed at first. Continued exposure to the light can remove the poison.- Continued exposure to the light can result in a varying level of exhaustion to the Cleric. Weapon of Light | Combative | T3 Emote Requirements: (1 Connection + 3 Cast) Spell Slot Requirements: 3 Description: Spoiler The Cleric conjures forth their light in their main hand, after a few moments a weapon of their choosing of pure light forming in their grasp, dealing additional searing damage on successful strikes. Mechanics: Spoiler The Cleric would form a weapon of pure light, this weapon could be any that they could think of, so long as it were a standard weapon (IE not whips or chains). These weapons would deal searing damage akin to being hit with a hot iron while maintaining the same properties against undead and dark beings akin to Aurum. Specific Red Lines: - Cannot make whips or chains - Direct contact from the weapon causes 2nd-degree burns - Continued exposure causes 3rd-degree burns - The weapon does harm the wielder - Weapon lasts until the end of the encounter - The weapon has the same physical properties of Aurum with the durability of steel - After conjuring the weapon, one does not continue to become exhausted from the weapon. It simply exists until the end of the encounter - Can not be used for shields or armour - This weapon is effortless to swing to the Cleric Vigor | Combative | T4 Emote Requirements: (1 Connection + 3 Cast) Spell Slot Requirements: 4 Description: Spoiler The Cleric focuses the light of Tahariae into the target, blessing them with a feeling of vigor and endurance for 6 emotes before their fatigue would return Mechanics: Spoiler Cleric channels light for 3 emotes after connection, allowing the target to act as if full of energy, without exhaustion until the effect fades. Upon fading, the target must rest for 2 emotes, as the feeling of exhaustion from the brief time of endurance would overwhelm them. Specific Red Lines: - Must emote exhaustion after the 6 emotes end, and the exhaustion should last 2 emotes. - This feeling of endurance does not block any pain, nor does it make you stronger, it simply allows you to continue to act without thought of fatigue. - Does not replenish mana pool, and if mages continue to cast without knowing the level of fatigue they are at, it could result in mana burnout if they go past their normal boundaries, as they are not any stronger, they simply do not feel fatigued Remove Curse | Non-Combative| T4 Emote Requirements: (5 minute cast time) Spell Slot Requirements: 5 Description: Spoiler The divine mission of the Clerics is to eradicate impurity everywhere it resides. Removing curses and afflictions on one’s soul is at the very core of this mission. The ability to remove a curse or corruption from the soul is determined to be one of the pinnacle abilities of the Cleric. Of course, some curses are too strong for even the light to effect, or can only weaken them for the time being. Mechanics: Spoiler A Cleric can by themselves, or with several other Clerics can attempt to remove a curse or taint that was placed upon a mortal's body. By summoning forth the light around them they can funnel its divine energy into the restrained target. The normal calm flow of light replaced with what would appear to be divine fire. This fire would be funneled into the target burning away the curse causing extreme distress upon the target and pain. Should this fire not burn away the curse entirely it can weaken it considerably, or it might not be able to touch it at all. Should the curse or taint be removed. The pain will then be replaced with the warmth and calm of the pure light of Tahariae relieving the pain and torment for a time. This causes great strain upon the Cleric casting the spell. As an OOC note, this ability can effect all curses, this also includes the ability to cleanse unsound magic should an unsound mage seek out such an option to rid themselves of their own magic. Removal of curses must follow the curses guidelines on if it can be purged or what is needed to purge this curse. For shades see the table below. Tier Zero (0): One Tier 4+ Tier One (1): One Tier 5 or Two Tier 4 Tier Two (2): Two Tier 5 Tier Three (3): Two Tier 5 and One Tier 4 Tier Four (4): Incurable. Tier Five (5): Incurable. Specific Red Lines: Must have OOC consent to purge the curse If it is an ET Curse must contact the ET If a Shade does not give OOC consent to remove the parasite it can be weakened instead by two Tiers for 1 IRL Week. The Clerics must maintain physical contact on the target being cleansed The Clerics must not be interrupted while removing the curse. The Cleric must be in an area under the Blessed Grounds effect to preform this spell. The Five minute cast time is a minimum cast time, the spell can take longer to cast if need be. Flames of Reckoning | Combative | T4 Emote Requirements: (1 Connection + 3 Cast) Spell Slot Requirements: 5 Description: Spoiler The greatest spell a Cleric has in their arsenal. This spell is fueled by the emotions of the Cleric who is summoning it around them. Causing holy fire that matches their aura color to fill the area around them purging everything around them without discretion. Losing control of one's emotions or continuing to push this spell causes the Cleric to burn through their own reserve power that they have stored within them. Mechanics: Spoiler A Cleric can call forth their light allowing it to manifest around them in the form of divine holy fire. This fire is influenced by a Clerics emotional state, losing control or being unable to stop will burn through whatever energy they have stored up slowly. Becoming completely consumed by this spell will cause the Cleric themselves to be burned and injured from their own fire. Specific Red Lines: This spell lasts for four emotes at its base Continued use of this spell after the first four emotes will burn through a spell slot each emote Using this spell until you have no more spell slots will cause the Cleric to be burned by their own fire before it fades away. This instantly causes third-degree burns all across their body. Has a five-block radius Burns everything it touches apart from the Cleric in the centre of the spell. The spell moves with the Cleric. Being inside the fire for one emote causes second-degree burns. Staying inside the fire after the second emote causes third-degree burns. The fire particularly burns more aggressively against taint and undead. Ritual Spells The pinnacle abilities of a Cleric. These large based spells require more than one Cleric to concentrate on them in order to be able to cast them. In order for these large spells to be cast then a group of Clerics must be brought together and share their light with each other in order to ease the burden of casting these spells. While only the leading Cleric needs to know how to truly cast the spell, those involved must have been taught Power Sharing. This ability allows for a group of Clerics to summon forth their light. Pooling it all into one area the lead Cleric can then use this energy to cast spells with ease. Rather than relying solely on their own light, they can now draw upon the light of other Clerics that have lent it to them. This ability while effective is heavily draining, taking its toll on the lead casting Cleric. While exhaustion comes from casting spells, those sharing their light will not feel these effects, The only individual to suffer from extreme exhaustion after casting is the leading Cleric, in some cases causing them to become immobile and unable to move due to the heavy strain that was placed upon their body. These few spells are the most powerful in the arsenal of the Clerics, marking the pinnacle of their strength. These spells require a group of Clerics to cast, sharing their light between themselves by invoking their magic into a joint pool of energy. After each Cleric has connected, an additional emote must be spent to gather forth the energy between all parties, and then casting may begin. When performing power-sharing, you must be taught to either lead or aid in it. If you’re only taught the process of aiding, which is as simple as bringing forth your collection of energy to the pool, you may not lead. If you’re taught to lead you may do either, being the first to conjure your light and the one to control the vast sum of energy now placed under your command. You require a Holy Symbol to lead a power-sharing ritual. As the leader, you take the most damage and exhaustion from the abilities cast - Each of them detailed within their own spells. Chains of Judgment | Combative | T3 Emote Requirements: (1 Connection + 6 Cast) Spell Slot Requirements:20 Description: Spoiler A spell designed to aid those who are fighting a creature or monster much larger than anything that they can handle. This spell gives those a moment to either flee or strike a finishing blow upon their enemy before them, however, it takes time for such a spell to take effect. Clerics working together can pool their energy together to create chains made from pure light. Mechanics: Spoiler Gathering forth their light, Clerics can work together to create massive chains. These chains are made purely out of divine light. These divine chains can embed themselves within their target coiling around them to hold them in place for a short time. These chains upon impact cause burning energy to surge through their target burning everything that they touch. These bindings, while divine, can be broken with enough force and effort from the creature that has been bound by these chains. Specific Red Lines: Only able to be used in Events Requires power-sharing The Chains can pierce through the creature to hold it in place. The more Clerics power-sharing creates bigger chains. This spell lasts for six emotes after being cast After using this spell Clerics are unable to cast spells for the next four emotes. These chains are as strong as steel though reinforced with holy energy, they can still be broken by brute strength. Being wrapped in these chains cause second-degree burns upon contact, and third-degree burns as long as they are wrapped around the target. Healers Breath | Non-Combative | T4 Emote Requirements: (10 Minute Cast) Spell Slot Requirements: 30(10 Each Cleric) Description: Spoiler This spell marks the ultimate healing ritual for Clerics. Preparation is required, as the Clerics must have absolute focus as well as gathered herbs of various sorts. This is the pinnacle of their art as healers. Mechanics: Spoiler Requiring 3 Clerics, a ritual of healing may be performed. For the sake of sharing their Light and casting their spells, they must be arranged within the formation of a triangle from one another, with those being cast upon within it. Herbs and medicines are laid out, in which through casting all dematerialize and turn into further light and energy used for the casting. This spell heals great wounds upon three targeted individuals within the area, cleansing their body of any poisons or diseases in the process. The wounds may be great, from broken bones to damaged organs, as even foreign elements such as shrapnel or fluids are removed from the body during this process. Curses go unaffected, as this only targets the body. The wounds being healed cannot be immediately mortal wounds, either. For instance, a stabbed gut where the target would normally bleed out over a period of a few minutes could be helped, but a slit throat or stabbed heart could not. Upon the completion of this ritual, the leader of such will not regain any of their lost Spells for an extra day. Specific Red Lines: Requires 3 Clerics to be power-sharing Must receive OOC consent to heal the target This can not be done in combat Can heal major wounds, but can not instantly heal mortal wounds Poisons can be purged in this area Can only heal a maximum of three people at once has a radius of 5 blocks The leader of the spell will not regain any of their lost spell slots for a full day This spell can not purge curses, only poison, sickness, and wounds. This spell can also not tell if a person is cursed or not. Blessed Grounds | Mixed | T5 Emote Requirements: (1 Hour - Can’t be made in combat) Spell Slot Requirements: 36(12 Each Cleric) Description: Spoiler Clerics may work together, sharing their light among each other to bring forth areas of holy land blessed in Taharian Light. These spaces are useful in many areas of their magic, as both protective spaces for a Cleric to defend, or for the rituals of creating Holy Symbols or Connection. Mechanics: Spoiler Requiring at least three Clerics to share their power amongst each other, they can create Blessed Grounds for the sake of rituals over the course of an hour of effort. This leaves them exhausted after, but now with an area reaching up to thirty-five blocks in its radius blessed with their magic. This requires signs marked by LT to show as proof, with a recharge date in 2 weeks time. Each recharge can be done by a Cleric trained in this ritual expending 6 Spell Slots on their own. The area must be clearly marked as holy, be it signs detailing lights floating around or a general feeling, or a mechanical build to represent such(such as specks of light with glass panes). Holy Symbols and Connection must be done/made in this space. Additionally, when inside and three times per encounter, a Cleric - assuming they are connected and not actively casting any spell - may regain one spell slot using the main action of their emote. Specific Red Lines: Requires three T5 Clerics This area can not be made in combat Must have lt sign the area to show it was created legitimately Must be recharged every 2 IRL weeks Has a max radius 0f 30 blocks, though extends up and down infinitely Connection must be done in this area Only requires one Cleric and 6 spell slots to recharge The light floating around is harmless and purely aesthetic The feeling of calm does not force a person to be calm simply allows for a clearer head A Cleric can only regain 3 max spell slots so long as they are not in combat Being in the area during combat allows a Cleric to cast magic with one less emote so long as it has a minimum of 2 emotes not including the connection emote. Requires signs locked by an ST member to validate the area Magic Redlines No other deity connections Can not be used with voidal magics Three slot magic Chi is okay Kani is okay Alchemical feats are okay No creatures with altered souls No creatures with inferior souls Casting requires an implement to perform T4-5 spells. Casting magic once without an implement causes major burns to the body Casting magic twice without an implement causes death and a PK of the Cleric Casting spells causes mental Exhaustion unless stated otherwise Disconnection requires a feat Connection requires for your teacher to vouch that you were taught on your TA The light affects everyone the same. Undead can not be healed with Clerical Magic Tree Lords Can not be Healed by Clerical Magic Any other creatures with a soul shadow can not be Healed by Clerical Magic Tier Progression Tier 1[1 Week]: Spoiler The Cleric has just formed their connection. At this stage, they learn the easiest of their spells, incapable of doing much in the ways of their given arts. At this Tier, they have 2 Spell Slots for casting. Abilities: Holy Symbol Creation Spells Learned: Searching Light | Stasis | Palm of Light Tier 2[3 Weeks]: Spoiler After spending 1 week in Tier 2, the Cleric’s connection has grown more stable, capable of producing more spells. Their connection allows them to hold 4 Spell Slots before growing completely exhausted. Abilities: N/A Spells Learned: Calming Light | Healing light(Minor) | Orb of Light Tier 3[1 Month]: Spoiler After 1 month of learning, the Cleric reaches Tier 3. They at this point, gain a passive aura around them. This is the last of their learning that they can perform without being given a Holy Symbol, or the ability to create such. At this tier, they have 6 Spell Slots. Abilities: Aura of Calm | Powersharing Spells Learned: Healing Light(Major) | Cure Disease | Remove Poison | Weapon of Light | Dispel Darkness Ritual Spells: Chains of Judgement Tier 4[2 Months]: Spoiler After 2 months of learning, the Cleric has become a master in their own right and craft, capable of performing far greater than they could in the lower tiers. It is at this point they have 8 Spell Slots. Abilities: N/A Spells Learned: Vigor | Remove Curse | Flames of Reckoning Ritual Spells: Healer’s Breath Tier 5[N/A]: Spoiler At this point, the Cleric has existed for four IRL months. They gain the last jump in strength, attaining new spell slots and one new ritual to aid them in their eternal quest and mission beneath Tahariae. At this point, they have 12 Spell Slots. Abilities: Aura of Calm T5 Upgrade | Connection | Disconnection Spells Learned: N/A Ritual Spells: Blessed Grounds Purpose The purpose of this rewrite is to bring back a magical group that has been missing from the server for over a year now. Many people who hear the name Clerics have a mixed reaction when the name is uttered, they either had really good experiences or really terrible ones. While unfortunate, these reactions are expected because of how the past player base handled the magic and used it. With this rewrite, it is my hope to bring back the Clerics as a healing group, not a fix-all heal all magic, but a choice when seeking out aid. Due to these reasons from the past I am wiping all former TA’s MA’s and anything else that was associated with Clerical magic. Of course, that doesn’t mean if you were a former Cleric that you should be upset about losing your magic. It is my intention that former Clerics are going to be first up on the lists of the teachers to reteach if the proper RP is had. If anyone has any questions, concerns, or even grievances my dm’s are open to take all questions and whatnot. Additionally, 4 Clerics will be grandfathered in: One for each Aura Color. I’d like to thank everyone that helped me on this rewrite. Shout outs to Fury_Fire, Wanderous, LoreapprovedSalt, Elvenmommahacker and Braxis for sitting with me and chatting with me as well as their inputs on the lore itself. Thanks to all those who came before me as well, special thanks to Farryn for their Tahariae history lore. Ventusyr, hesh, Nekkore, Pandan, and everyone else who made rewrites for the lore as well. Thanks again for reading and please be kind in the comments as this is my first lore piece. If you have any questions once again please feel free to dm me and I’ll get back to you in a timely manner. Sources Former Tahariae Lore Credits: Faewilds: Co-Author Fury_Fire: Co-Author ElvenMommaHacker: Co-Author Update Log [5/16/2020] Fixed some grammatical issues, added dispel darkness to the t3 list of abilities. Added a little bit of a clarification to remove curse. [6/13/2020] Fixed a grammatical issue with some spacing in the title of Dispel Darkness 30 Link to post Share on other sites More sharing options...
exanimated 1360 Share Posted April 28, 2020 (edited) haha funny magic do the heal haha me like light haha do the funny cleric thing good guy haha +1 cus fae kinda cute ngl Edited April 28, 2020 by JaxonBlues 3 Link to post Share on other sites More sharing options...
Vic 483 Share Posted April 28, 2020 give me rep +1 5 Link to post Share on other sites More sharing options...
BonesOfTheEarth 1564 Share Posted April 28, 2020 The good formatting wins again. 4 Link to post Share on other sites More sharing options...
Salty 377 Share Posted April 28, 2020 Haha cleric light goes kachow 4 Link to post Share on other sites More sharing options...
Archipelego 2094 Share Posted April 28, 2020 holy magic go brrrr 4 Link to post Share on other sites More sharing options...
Salty 377 Share Posted April 28, 2020 Copy cat goes brrr 1 Link to post Share on other sites More sharing options...
excited 10833 Share Posted April 28, 2020 Do not allow Kani and Chi to work with it. That’s just total power-creep. 5 Link to post Share on other sites More sharing options...
kender123 11 Share Posted April 28, 2020 +1 i’m so proud now time to be real deadbeat dad 3 Link to post Share on other sites More sharing options...
Salty 377 Share Posted April 28, 2020 Just now, ExcitedEXE said: Do not allow Kani and Chi to work with it. That’s just total power-creep. Kani and chi both don’t negatively affect the soul or blemish it in anyway, thus they are compatible. Link to post Share on other sites More sharing options...
Archipelego 2094 Share Posted April 28, 2020 1 minute ago, Salty said: Kani and chi both don’t negatively affect the soul or blemish it in anyway, thus they are compatible. within lore reasoning, yes, but you are still allowed to forbid some things from interacting for no reason beyond balance. Link to post Share on other sites More sharing options...
Salty 377 Share Posted April 28, 2020 8 minutes ago, Archipelego said: within lore reasoning, yes, but you are still allowed to forbid some things from interacting for no reason beyond balance. I mean I suppose, but I feel like limiting rp due to an unlikely event that someone will be able to get clericism and chi, or clericism and kani, or all three in an extremely unlikely circumstance, is kinda strange. No reason to limit rp like that. Plus, you can’t even use chi and clericism at the same time, you would have to pick one or the other, you would just be more versatile I suppose. But I don’t know enough about kani to comment on that. edit: to add on to this, if you want to limit something, limit it irp. For example, irp I don’t accept chi students who are actively warriors because I don’t want them to stray from the path of hulian and abuse the magic. If clerics don’t want someone to use chi and clericism then they can just not teach chi monks, it’s that simple. No reason to restrict rp in lore via compatability unless there is a lore reason it should be restricted, in my opinion. 4 Link to post Share on other sites More sharing options...
AlphaMoist 1707 Share Posted April 28, 2020 Paladin magic already does the same thing regarding curse removal, and none of the Shade writers were even attempted to be communicated with. Remove the shade aspects, and keep in mind that holy Magics all doing the same exact thing was a major reason they were all shelved in the first place. 3 Link to post Share on other sites More sharing options...
BonesOfTheEarth 1564 Share Posted April 28, 2020 11 minutes ago, TheAlphaMoist said: Paladin magic already does the same thing regarding curse removal, and none of the Shade writers were even attempted to be communicated with. Remove the shade aspects, and keep in mind that holy Magics all doing the same exact thing was a major reason they were all shelved in the first place. Incorrect actually! I’ll explain: https://gyazo.com/a764c65fb4d863bffc6d224ead8d39b1 As you can see in this screenshot, the mentioned interaction with shades and purging is, quite literally, a direct quote of the requirements: Written for anyone with purging abilities in general. Shade lore is not built to only respond to Paladins. Additionally, Paladins dont follow that and are therefore not exactly the same. The strength of Paladin spells is not directly proportional to tiers(A t3 casting a shield will have the same strength as a T5), and as such it was clarified in our lore to match that as “tier requirements” did not make sense. On the lore as a whole, Paladins are directly stated as neutral-deity now, whereas Clerics are holy. Paladins are melee-buff guys. Clerics are support spellcasters. I am also currently looking at a screenshot of your reply to Clerics being able to purge shades, in relation to this very lore post: https://gyazo.com/7cddf0f13dfdf148d0012e583f4e9ff4 5 Link to post Share on other sites More sharing options...
AlphaMoist 1707 Share Posted April 28, 2020 44 minutes ago, Fury_Fire said: Incorrect actually! I’ll explain: https://gyazo.com/a764c65fb4d863bffc6d224ead8d39b1 As you can see in this screenshot, the mentioned interaction with shades and purging is, quite literally, a direct quote of the requirements: Written for anyone with purging abilities in general. Shade lore is not built to only respond to Paladins. Additionally, Paladins dont follow that and are therefore not exactly the same. The strength of Paladin spells is not directly proportional to tiers(A t3 casting a shield will have the same strength as a T5), and as such it was clarified in our lore to match that as “tier requirements” did not make sense. On the lore as a whole, Paladins are directly stated as neutral-deity now, whereas Clerics are holy. Paladins are melee-buff guys. Clerics are support spellcasters. I am also currently looking at a screenshot of your reply to Clerics being able to purge shades, in relation to this very lore post: https://gyazo.com/7cddf0f13dfdf148d0012e583f4e9ff4 Using a quote from half a year ago when lore games were going on and lore was under an extremely tense atmosphere is zzz. If clerics need to be able to purge shades, that’s fine. But at least be fun and creative with it. Do a full blown exorcism like Joel wanted to do or something actually interesting. A lot’s changed in half a year, and I think a lot of shades would now agree that the current purge methods are lame, uninteresting, and just boring. Maybe talk to us about it too. Both of you are literally in the discord... Link to post Share on other sites More sharing options...
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