Bardmancer 942 Popular Post Share Posted June 23, 2020 F ᴀ ʀ ꜱ ᴇ ᴇ ʀ [ꜱʜᴀᴍᴀɴɪꜱᴍ] ⋅•⋅⊰∙∘☽༓☾∘∙⊱⋅•⋅ Fᴀʀꜱᴇᴇʀꜱ are spiritual seers of nations and clans. Farseers are gifted individuals who can travel into the planes of the spirits and speak with beings invisible to the eyes of normal descendants. Farseers can often be troubled by visions of the future, the past, and the world about them, and use their insight to guide their people through troubled times. Although Farseers may seem wise and peaceful at first, they are formidable foes when angered, and their wrath is fierce. ⋅•⋅⊰∙∘☽༓☾∘∙⊱⋅•⋅ T ɪ ᴇ ʀ P ʀ ᴏ ɢ ʀ ᴇ ꜱ ꜱ ɪ ᴏ ɴ ᴀ ꜱʜᴀᴍᴀɴ'ꜱ ǫᴜᴇꜱᴛ Tɪᴇʀ I: [Trainee] လ In this tier, the Farseer must [/roll 10] a minimum of [8] to be successful. This tier allows a [1] block radius for flora blessings. Only [2] rituals may be carried out per OOC day. Tɪᴇʀ II: [Apprentice] လ In this tier, the Farseer must [/roll 10] a minimum of [7] to be successful. This tier allows a [3] block radius for flora blessings. Only [3] rituals may be carried out per OOC day. Reached after [2] OOC weeks of study at [Tɪᴇʀ I]. Tɪᴇʀ III: [Skilled] လ In this tier, the Farseer must [/roll 10] a minimum of [6] to be successful. This tier allows a [5] block radius for flora blessings. Only [3] rituals may be carried out per OOC day. Reached after [3] OOC weeks of study at [Tɪᴇʀ II]. Tɪᴇʀ IV: [Expert] လ In this tier, the Farseer must [/roll 10] a minimum of [4] to be successful. This tier allows a [10] block radius for flora blessings. Only [5] rituals may be carried out per OOC day. Reached after [5] OOC weeks of study at [Tɪᴇʀ III]. Tɪᴇʀ V: [Master] လ In this tier, the Farseer must [/roll 10] a minimum of [2] to be successful. This tier allows a [15] block radius for flora blessings. Only [7] rituals may be carried out per OOC day. Reached after [5] OOC weeks of study at [Tɪᴇʀ IV]. The [/roll 10] system must be used to determine the success upon completion of a ritual. Farseers have the liberty to alter their roll successes as failed rituals. All Farseers can revoke their spells at whim. Rᴇᴅʟɪɴᴇꜱ: Spoiler ⬢ Tiers are limited in the number of rituals they can do per day, including successes and failures. Fᴀʀꜱᴇᴇʀ Tᴏᴏʟꜱ: Unlike that of so-called “Spirit Smithed” items, blessed Farseer tools have more of a ritualistic purpose, such as drums and sacrificial weapons, rather than practical, mundane use. » Drum: The drum is a tool often used by Farseers, as the beating of the drum assists them in achieving an altered state of consciousness. Farseer drums are generally constructed of an animal skin stretched over a bent wooden hoop, with a handle across the hoop. » Feathers: Feathers are often used in ceremonies and individual healing rituals. » Rattle: Rattles are used in ceremonies in traditional ways, often included to help invoke a specific Spirit in the Farseers' ceremonies. These rattles are typically made with things representing the Spirit in question. » Smoking Pipe: Used for smoking various tobacco and psychoactive herbs. Rᴇᴅʟɪɴᴇꜱ: Spoiler ⬢ These “blessed” objects have no magical or spiritual powers, unless otherwise specified and cleared with the ST on an item-by-item basis (an accepted MArt application). The majority of these tools are simply considered “holy” by the Farseer and used within their rituals. ⋅•⋅⊰∙∘☽༓☾∘∙⊱⋅•⋅ A ʙ ɪ ʟ ɪ ᴛ ɪ ᴇ ꜱ & S ᴘ ᴇ ʟ ʟ ꜱ ᴀ ꜱʜᴀᴍᴀɴ'ꜱ ǫᴜᴇꜱᴛ Perhaps their most important power is that of granting a Blessing, an ability which allows them to impart boons upon the souls of Descendants, Animals, and Plants as empowered by the Spirits themselves. Through the manipulation of certain Immortal Aspects, such as Honour, Fertility, or Hope, a Farseer can increase the strength of these concepts in a being and augment them to be braver, stronger, or healthier than before. With all of these abilities, Farseers strive above all to impart peace and balance upon both the Mortal and Immortal Planes, easing political tensions and solving squabbles between Spirits, Mortals, and the natural world as a whole. [Fᴀʀꜱᴇᴇʀ] Fᴀʀꜱɪɢʜᴛ - [Non-Combative] Granting these wise Shamans their names, Farsight is the gift of receiving visions of past, present, or future events. The wisest of Farseers will commonly come together to discuss lessons from the past, troubles in the present, or warnings of the future, and to act on these with what’s best for the Shamans and the world in mind. Mᴇᴄʜᴀɴɪᴄꜱ: Spoiler Farsight is the innate ability to receive visions and Prophecy from the Spirits. These visions may be projected as harmless illusory effects within [8] meters that affect senses through the soul. These readings or visions have no true effect on fate, and may function as parable, lesson, and wisdom. While taking part in ST events, Farseers may ask the event runner to conduct a non-combative freeform ritual to glean more details- information at the discretion of the event runner. Rᴇᴅʟɪɴᴇꜱ: ⬢ Farsight does not require an SReq, merely a discussion with the ST running the event. Results are always at the discretion of ST. ⬢ Farsight cannot give information about characters not known to the Farseer and targets within a vision cannot be identified unless specifically known by the Farseer. ⬢ The affected refers to targets who witness the Prophecy, uniquely, blind characters may still "see" these visions in their mind's eye, so long as they bear a soul capable of being affected by Shamanism. ⬢ Farsight cannot harm others, with sensory effects described by the Farseer, and its results at the discretion of the affected. ⬢ The visions and prophecy cannot be proven to be true or false. [Fᴀʀꜱᴇᴇʀ] Iɴꜰʟɪᴄᴛ Vɪꜱɪᴏɴꜱ - [3 Emotes] [Combative] Stemming from their capacity to travel to different planes, Farseers become able to impart Visions upon any creature with a greater soul once they reach the third tier of their magic. Mᴇᴄʜᴀɴɪᴄꜱ: Spoiler A Farseer is capable of striking another target’s soul through line of sight over the course of [3] emotes. [2] emotes are required to focus the Shamans mind and call out to the Spirits in Old Blah as well as [1] final emote reaching out to the target's mind and casting the spell (with the prior requested aid of the Spirits). The Farseer must be looking at the intended target. Upon the third emote, the target’s soul is affected by the Spirit, warping their physical senses to reflect the vision and stunning them for [1] emote. Visions can be extended through OOC permission outside of combat, allowing a Farseer to weave narrative through their visions. Rᴇᴅʟɪɴᴇꜱ: ⬢ The vision lasts for one [1] emote, but can last longer if the ‘victim’ is willing. ⬢ Inflict Vision has a [16] block range and requires line of sight for the duration. ⬢ While casting Inflict Vision, Farseers are limited to [3] blocks of movement, with any direct attack on them breaking their focus, forcing them to restart. ⬢ Farseers are not capable of reading the target's thoughts in any capacity. ⬢ They are not required to be factual visions, the Farseer can invoke whatever images they desire. ⬢ The target would feel as if the vision was a thought or a (day)dream. The target has the OOC choice of whether they believe the vision to be real or not. ⬢ While OOC consent is not mandatory, it is encouraged to do so to create a smoother and more pleasant RP experience for both sides. ⬢ Visions cannot be used to teach magic. ⬢ No weird sexual imagery or acts in visions, you degenerates. ⬢ Visions cannot show the events leading to the target's death, and specific named figures other than the target will show up unfamiliar and unclear. [Fᴀʀꜱᴇᴇʀ] Fᴀʀꜱᴇᴇʀ Tᴀᴛᴛᴏᴏꜱ - [5 Emotes] [Non-Combative] While it is not uncommon for Farseers to be actual tattoo artists as a form of documentation or minor spiritual devotion, the Farseer's Tattoo is more of a spiritual ‘brand’ than a typical tattoo. Through years of practice, Farseers have developed a technique that allows them to imbue a person's skin with a minor blessing. The tattoo is not a source of power, but rather a visual representation of faith that will react when it interacts with a spirit or that spirit's domain. Mᴇᴄʜᴀɴɪᴄꜱ: Spoiler The process of getting a Farseer's tattoo is not difficult or time-consuming; however, the results are never exactly what the recipient has in mind going into it. The Farseer must first bless the recipient's skin to be more malleable to change, or else they will be enduring the brief pain for nothing. When this is done, the Farseer will begin a small ritual in which they will call out to the Spirit Planes and ask for a spirit to come bless this tattoo (Higher-tier shamans would be able to call upon specific spirits more efficiently). Whatever spirit answers the call will then aid the Shaman by creating a tattoo in their honor, marking the recipient's skin with some sort of design they feel accurately represents them. The recipient would likely feel a searing pain on their skin for a few moments while the spirit imbues its blessing on them. Slight throbbing pain would persist for a few hours; however, the result would be a beautifully designed tattoo on a now flawless patch of skin. All blemishes, birthmarks, pimples, scars, etc., would be removed during the process. For example, if one were to get a Farseer's tattoo of a spear on their arm in honor of Votar, the tattoo might shimmer, glow, or hum softly when the killing blow is struck or perhaps even throughout the entire hunt. The blessing is not powerful or potent; the focus is more on the beauty and the homage to the Spirit. When the interaction with the spirit, or the spirit's domain, is complete, the aesthetic change may linger for an hour or so, but it will always revert to the original static image. The Farseer's tattoo will not fade over time; however, should the section of skin be burned or cut completely off, it will not reappear. Rᴇᴅʟɪɴᴇꜱ: ⬢ Farseer tattoos do not give any powers or additional capabilities to the recipient. ⬢ Farseer tattoos are purely aesthetic. ⬢ The preparation of the skin does not regrow parts of the body, only fixing minor impurities. ⬢ Farseer tattoos require [5] emotes to create; [1] to prepare the skin, [3] emotes connecting to the spirit realm and calling out to the spirits, [2] requiring old blah chants, and [1] to describe the physical pain the recipient has, and to describe the changes to the body. [Fᴀʀꜱᴇᴇʀ] Bʟᴇꜱꜱɪɴɢꜱ ᴏꜰ Eᴍᴘᴏᴡᴇʀᴍᴇɴᴛ - [3 Emotes] [Non-Combative] Shamanic planewalking and the abilities that stem from it are merely means to an end for the enigmatic Farseers of this realm. Although managing the conniving, cajoling, and consoling Immortal Spirits takes up the brunt of a Farseer’s duties, it has often been said that actions are more powerful than words. And so, when Farseers choose to do something about the way of the world- spiritual or otherwise- they do so through the use of blessings. Mᴇᴄʜᴀɴɪᴄꜱ: Spoiler Blessings are the temporary alterations or augmentations put upon any being with a soul or soul essence by a Farseer. They are exclusively unharmful and involve the positive manipulation of a particular Immortal Spirit’s aspect (or aspects) within a mortal being. One could bless a Halfling with honour and daring in battle through Kezt, or even a field of wheat with fertility through Arwa. There are three steps a Farseer must undergo to bless a creature or a plant. » [1 Emote]: Connecting to the Spiritual Realm. - This part is identical to Shamanic Planewalking, so it won’t be touched upon much here; however, it mechanically involves the temporary relegation of their soul to a particular Spiritual Plane. This cannot be done while a Farseer is participating in active combat and requires a steady mind and a seated position to perform. Typically, a shaman must have a heap of drugs, some musical instruments, and smatterings of Old Blah to be successful. Connecting to the Spiritual Realm will take a minimum of [1] emote, both of which must contain Old Blah and the use of a Shaman’s tools. At tier Five, the use of tools (including drugs) and a seated position is no longer required, as a Farseer becomes capable of travelling to the Spiritual Planes with greater ease than before. »[2nd Emote + Roll]: Calling upon the Spirit they desire, and if necessary, attempting to make a deal. This is where a Farseer chooses what sort of Blessing they wish to impart, and it requires them to call out into the Spiritual Aether for whichever Spirit represents the aspect they want to alter. This step of the blessing takes a minimum of one emote focused on heralding and praising a particular spirit and their aspect in Old Blah. The Farseer must then roll to determine whether or not they can successfully channel the Spirit's power. The roll and its success are determined based on the tier of the Shaman, as outlined in the tier list. » [3rd Emote]: Channelling the Spirit’s power and imparting the blessing. Assuming success of the roll, the final part of a blessing is channelling the power granted from the Spirit. Through the initial chants, the Shaman will be channeling their mana towards the creation of what is known as a Conduit, but it is at this step that they will be channeling the power of the Spirit through the conduit. Back in reality, what is observed is a Shaman expending a great amount of Mana on nothing much at all and then sitting completely still as the world begins to shift about them. The Spirits blessing is physically shown aura itself can be used as an (ooc’ly necessary) physical tell for how the magic is acting (Although the process is truly invisible), either sticking to a creature, absorbing into their skin, surrounding them, being pushed aside by a seemingly ethereal hand, etc. etc. It is up to the Farseer to add their flair to this part of the magic, attaching personality and aesthetic to their roleplay as they see fit. It should be noted that although blessings themselves might not be harmful, the processes by which they’re imparted can be, and having skin or muscles ache or flashes of visions plague the receiver of a blessing is advised and encouraged. A Blessing might also have specific downsides that are compulsory to roleplay, which will be laid out in the Spirit Interaction List below. Rᴇᴅʟɪɴᴇꜱ: ⬢ This conforms to all of the redlines of Shamanic Planewalk connection, and is essentially the same. ⬢ One cannot participate in battle when Blessing, but they can, however, cast this magic in battle. Keep in mind, however, the Farseer will be a sitting duck and cannot move or divert their attention away from blessings to defend themselves. ⬢ The Farseer must have met the Spirit they are calling upon before using them in a blessing. Roleplay in the earlier tiers is directed towards understanding each Immortal Spirit and their aspects, and also towards contacting them. ⬢ The agreements a Farseer forms with a Spirit should be beneficial to that Spirit in some way. For example, a blessing might be made to bolster the potential for healing within a person, and will thus increase Akezo’s power from its prevalence in the Mortal Planes. If it isn’t directly beneficial in this way, a Shaman should be considered in their debt and can’t perform one of these blessings again until a beneficial blessing is made. Alternatively, a Farseer can worship that spirit for a while, erect shrines, or spread the word of the will of the spirit. ⬢ A blessing may last for a maximum of [6] OOC hours unless they are assisted by another shaman who successfully makes their connection roll as well. [1] Additional Farseer’s assistance doubles the original length, for a total of [12] hours. [2] Additional Farseers’ assistance triples the original length, for a total of [18] hours. [3] Additional Farseers’ assistance quadruples the original length of a total of [24] hours. [3] is the maximum number of Farseers who may assist with a blessing. ⋅•⋅⊰∙∘☽༓☾∘∙⊱⋅•⋅ ⋅•⋅⊰∙∘☽༓☾∘∙⊱⋅•⋅ L ɪ ꜱ ᴛ ᴏ ꜰ B ʟ ᴇ ꜱ ꜱ ɪ ɴ ɢ ꜱ ᴇꜰꜰᴇᴄᴛ ɪɴᴅᴇx Fᴀᴜɴᴀ are all animals and soul-bearing beings. This ranges from Descendants, Inferi, Nephilim, Undead, Beastfolk, and even mundane beasts and critters. Fʟᴏʀᴀ are all trees, plants, fungi, and living wildlife which does not fall under Fauna. These do not include magical beings such as fae. To use the spells below, a Farseer must have a pact with one of the aforementioned Spirits or their Lessers. Blessing of Enrohk - Spirit of Bloodlust, Savagery, and War » Fᴀᴜɴᴀ: Grants some control over bloodlust, allowing the blessed target to still be able to tell friends from foes and direct their rage at the enemy. » Fʟᴏʀᴀ: Plants develop sharp thorns or stinging leaves akin to nettles. Cacti can expel their thorns in all directions if threatened. Rᴇᴅʟɪɴᴇꜱ: Spoiler ⬢ Does not grant additional physical strength or immunity to pain. ⬢ Cacti explosions can’t kill people. Blessing of Vulka - Spirit of Warfare, Strategy, and Siegecraft » Fᴀᴜɴᴀ: Fauna who find themselves targeted by this blessing will feel motivated to do all that they can to protect their homes or families. Animals will seek shelter and act territorially, whereas people will board up their homes, erect defensive structures, and may even act skittish of others to the point of slight paranoia. » Fʟᴏʀᴀ: Flora targeted by this blessing will do all they can to grow themselves into a shape that is better suited for defense. Vines will curl up into balls to resemble barbed wire, or will intertwine to imitate a wall. Rᴇᴅʟɪɴᴇꜱ: Spoiler ⬢ There can be no permanent emotional effects from this Blessing. ⬢ This doesn’t grant greater skill in crafting or warfare. Blessing of Jevex - Spirit of Order, Hard Work, and Self-Sacrifice » Fᴀᴜɴᴀ: A Blessing of Jevex imparts a creature or person with increased stamina, allowing them to exert themselves for twice as long out of combat. The target will also feel more obligated to help others with strenuous tasks. » Fʟᴏʀᴀ: N/A Rᴇᴅʟɪɴᴇꜱ: Spoiler ⬢ Targets do not gain any strength increase. Blessing of Shezept - Spirit of Revenge, Plots, and Stealth » Fᴀᴜɴᴀ: The target of this blessing will experience a muffling effect on unintentional noises from their own body and objects they wear on their person, but not on other objects they interact with. » Fʟᴏʀᴀ: N/A Rᴇᴅʟɪɴᴇꜱ: Spoiler ⬢ The target is still capable of making noise by interacting with other objects or by speaking. For example, banging your fist on the table still makes a banging noise. Words will still be heard if spoken. But a necklace will not audibly rattle, or an involuntary cough would go unheard. ⬢ Does not make you invisible. Does not stop people from actually seeing you trying to creep around. Blessing of Ogrol - Spirit of Despair, Sapped Strength, and Entrapment » Fᴀᴜɴᴀ: A target of this blessing would find themselves more adept at creating traps. This can be used in events to quickly set up something to catch a creature. » Fʟᴏʀᴀ: Plants curl up to create painful traps, and spread themselves wide over the ground, far lower than they normally would. Rᴇᴅʟɪɴᴇꜱ: Spoiler ⬢ A plant will not harm a person or creature to a great degree, although they must use two emotes to free themselves. Think bear trap, but not going to chop your leg off. Blessing of Akezo - Spirit of Healing, Health, and Vitality » Fᴀᴜɴᴀ: Fauna: This Blessing may take several sessions of roleplay to heal a person or creature of an injury or non-magical impairment. Upon initial casting, basic wounds and infirmities (slight bleeds, gashes, bruises, etc.) will stitch themselves up. Any life-threatening injuries will also become stabilised; however won’t be fully healed and will be left impaired. At this point, if the wound is more than a minor one, this Blessing will heal the injury over several sessions. The worse the injury, the more sessions it will take to heal. ɪɴᴊᴜʀʏ ᴄʜᴀʀᴛ: Spoiler » Healed on the spot: Slight cuts, gashes, and bruises. Stabilises patients. » Healed after the First session: Shallow stab wounds, cracked bones, bad bruising/burns, and old impairments (E.g., bad leg). » Healed after the Second session: Broken bones, numerous or deep stab wounds, slashes, punctured lungs, and more serious impairments (E.g, cataracts). » Healed after the Third session: Initially, life-threatening injuries, severed body parts (See Redlines), and serious impairments (Eg, Blindness, See Redlines). » Fʟᴏʀᴀ: N/A Rᴇᴅʟɪɴᴇꜱ: Spoiler ⬢ Body parts can be reattached with this magic; however, the blessing has to be imparted within five IRL hours of the limb/extremity being severed. It cannot, in any capacity, regrow something from nothing (such as growing back eyes, replacing old, cut-off limbs), but it can lessen the pain from those injuries. ⬢ When healing impairments such as blindness, it should be noted that this blessing cannot dispel any magic/curse that might be causing the impairment. If magic is actively causing blindness, a blessing of Akezo won’t heal this. ⬢ Likewise, this blessing cannot purge venom or poison from a mortal’s body. ⬢ There must be a minimum of an OOC day between sessions, and a maximum of three OOC days. If this isn’t satisfied, the healing will fail and the wound will fester. Blessing of Paxahru - Spirit of Arrogance and Stupidity » Fᴀᴜɴᴀ: This causes people to feel more proud of themselves and their actions, boosting their confidence. » Fʟᴏʀᴀ: N/A Rᴇᴅʟɪɴᴇꜱ: Spoiler ⬢ Cannot force someone into harm's way, should it not be in their character to do so. ⬢ In weak-minded individuals, the sense of confidence may easily devolve into arrogance. Blessing of Freygoth - Spirit of the Wild, Animal Instinct, and Plants/Animals » Fᴀᴜɴᴀ: Makes the person rely more on their instincts. This equips people with a mindset that helps them better survive in the wilderness. » Fʟᴏʀᴀ: Makes a patch of land overgrown quickly, with plants and weeds growing wildly on the soil. Rᴇᴅʟɪɴᴇꜱ: Spoiler ⬢ Does not grant people knowledge on survival; the effect is psychological. ⬢ Does not turn people into animals. Blessing of Ublulhar - Spirit of Hope and New Beginnings » Fᴀᴜɴᴀ: Imbues a sense of hope and a desire to explore new things and improve oneself. » Fʟᴏʀᴀ: Plants burst forth in joyous growth, and seedlings sprout swiftly. Rᴇᴅʟɪɴᴇꜱ: Spoiler ⬢ The target of the blessing is allowed creative freedoms in determining how motivated they are to explore new things, and to pick and choose what they will explore. It is not an overwhelming sense of desire that will make them do nothing but pursue new avenues. Blessing of Ghorza - Spirit of Travel, Movement, Commerce, and Fortune » Fᴀᴜɴᴀ: Delivers an urge to trade and conduct business, or a fondness for games of chance and luck. » Fʟᴏʀᴀ: N/A Rᴇᴅʟɪɴᴇꜱ: Spoiler ⬢ Doesn’t give people a gambling addiction. ⬢ Doesn’t make people good at gambling or have good or bad luck. Blessing of Kezt - Spirit of Honour and Bravery » Fᴀᴜɴᴀ: Makes those blessed more courageous, and prevents them from faltering in the face of fear. They are also more likely to behave honourably following their culture. Those who do not behave honourably feel a sense of guilt hanging over them. » Fʟᴏʀᴀ: N/A Rᴇᴅʟɪɴᴇꜱ: Spoiler ⬢ The effect is temporary and cannot be used to force someone who is normally dishonorable or cowardly to change his ways. Blessing of Thulezia - Spirit of Beauty » Fᴀᴜɴᴀ: Makes people think they are beautiful, imparting upon them a significant amount of self-acceptance. Imperfections such as wrinkles or acne fade away for the duration of the blessing. » Fʟᴏʀᴀ: Plants bloom into beautiful blossoms, casting off all imperfections in their leaves, stalks, or branches. Rᴇᴅʟɪɴᴇꜱ: Spoiler ⬢ No carnal lust, ever. For this spirit, ‘lust’ is the desire for objects and nice things. ⬢ No major physical changes occur. ⬢ It cannot be used to change one’s appearance completely or as a disguise. Blessing of Isuz- Spirit of Love, Caring, and Tranquility » Fᴀᴜɴᴀ: Causes those affected to feel more love for their fellow kin, and imbues a sense of peacefulness and tranquility. » Fʟᴏʀᴀ: N/A Rᴇᴅʟɪɴᴇꜱ: Spoiler ⬢ Does not force someone to be peaceful, especially in combat or if they are threatened. It can be used to make someone more susceptible to diplomatic solutions, but this is up to the affected individual. Blessing of Leyd - Spirit of Dominance and Physical Strength » Fᴀᴜɴᴀ: Grants those blessed the feeling that they are stronger and more confident, causing them to act more dominant over others around them. This does not have to be in an aggressive, overbearing way; it can also be nurturing. » Fʟᴏʀᴀ: N/A Rᴇᴅʟɪɴᴇꜱ: Spoiler ⬢ Does not grant actual strength increases. Blessing of Krathol - Spirit of Pain, Suffering, and Starvation » Fᴀᴜɴᴀ: Blesses the target with protection from medical shock, so that they can suffer longer. The target will not pass out from starvation or torture for the duration. » Fʟᴏʀᴀ: Plants shrivel and droop, taking on a withered appearance. They will not require water to stay alive while the blessing persists. They will also survive trampling and similar abuse until the blessing wears out, returning them to normal. Rᴇᴅʟɪɴᴇꜱ: Spoiler ⬢ A character can only be given this blessing once a week. ⬢ It cannot be used to keep someone alive indefinitely, and only prevents death from starvation and excessive pain. It cannot save someone from severe blood loss, for example. Blessing of Votar - Spirit of the Hunt » Fᴀᴜɴᴀ: Animals and people affected by this blessing will find their senses and instincts heightened to track down and hunt animals. » Fʟᴏʀᴀ: N/A Rᴇᴅʟɪɴᴇꜱ: Spoiler ⬢ This blessing only works when used for hunting, as Votar only cares for such. ⬢ Requires ET permission to be used in events. Blessing of Scorthuz - Spirit of Cleansing, Purity and Purging » Fᴀᴜɴᴀ: Blesses Fauna with a cleansing touch that will remove most mundane or magically created plagues, curses, malflame afflictions such as burns and cursed fire and minor illnesses once channelled.» Fʟᴏʀᴀ: Blesses flora with a cleansing touch, removing sickness and corruption (E.g Poisons, toxins, gas, dark magic) once channelled. Dead plants near by the blessed plant will wither and be replaced with vivid life. Rᴇᴅʟɪɴᴇꜱ: Spoiler ⬢ Only natural IRL flora will regrow from dead plants. ⬢ No extreme illnesses such as cancer, etc. can be cured with this blessing. ⬢ Only harm directly wrought by malflame burns will be healed with this blessing. Collateral damage (such as from a concussive malflame spell) will not be healed. Blessing of Veist - Spirit of Illusion, Tricks, and Thievery » Fᴀᴜɴᴀ: Blesses people with superior sleight of hand. They will find doing things such as pickpocketing, cheating at card games, and performing fake magical tricks much easier. » Fʟᴏʀᴀ: N/A Rᴇᴅʟɪɴᴇꜱ: Spoiler ⬢ Doesn’t make you a master thief or a card shark or a Las Vegas stage magician. ⬢ Does not make you stab faster. ⬢ The augment is purely on the target of the blessing. A pickpocket target would be just as normally capable of detecting the sleight of hand. Blessing of Aztran - Spirit of the Sun, Stars, and the Ethereal » Fᴀᴜɴᴀ: Blesses with a radiant glow. Light will shine from beneath the flesh, upon contact, an intense heat is felt. This light will light (3x3x3) blocks around the blessed. » Fʟᴏʀᴀ: Blesses plants with a radiant glow. A faint glow illuminates the flowers and leaves. Rᴇᴅʟɪɴᴇꜱ: Spoiler ⬢ The intensity of the heat from an individual is similar to that of a feverish state, without the downsides of having a fever and the heat sensation radiating across the entire body. ⬢ The light that radiates from both flora and fauna is incapable of penetrating through illusions or magical darkness. Blessing of Luara - Spirit of the Moon » Fᴀᴜɴᴀ: Allows a person to see further under moonlight. » Fʟᴏʀᴀ: Makes plants hold sunlight from the day and become bioluminescent at night. Plants shimmer with a light blue. Rᴇᴅʟɪɴᴇꜱ: Spoiler ⬢ Cannot see perfectly as though it were day while under night vision. Blessing of Theruz - Spirit of Intelligence and Learning » Fᴀᴜɴᴀ: Blesses people with the ability to learn new things more easily. » Fʟᴏʀᴀ: N/A Rᴇᴅʟɪɴᴇꜱ: Spoiler ⬢ This will not allow a character to instantly master a new task; each blessing can only be used to make the process of learning a trade, medicine, information, playing an instrument, or similar easier. ⬢ This can not be used to learn magics more easily. ⬢ Does not make you more intelligent. Blessing of Betharuz - Spirit of Alcohol, Cactus Green, and Celebration » Fᴀᴜɴᴀ: Blesses fauna with tolerance to mind affecting chemicals such as alcohol and cactus green. They will feel a compulsive desire to spread cheer, joy and start many wild parties. » Fʟᴏʀᴀ: Cactus green plants blessed with this produce a superior product. Rᴇᴅʟɪɴᴇꜱ: Spoiler ⬢ This blessing does not allow one to overdose on narcotics. ⬢ This blessing will not force someone to spread cheer or joy or throw parties. Blessing of Rolfizh - Spirit of Murder, the Clandestine, and Poison » Fᴀᴜɴᴀ: Blesses fauna with tolerance to all poisons. This allows them to offset the effects of the poison for an extra 3 emotes. » Fʟᴏʀᴀ: N/A Rᴇᴅʟɪɴᴇꜱ: Spoiler ⬢ This blessing does not make one immune to the effects of toxins or poisons, but only offers resistance. ⬢ Will not save you from a suicide PK by poison. Blessing of Gentharuz - Spirit of Smithing, Smelting, Industry, and Forging » Fᴀᴜɴᴀ: Fauna gains the ability to craft non-MART metallurgy works with more ease. Metals are less likely to chip, it’s easier to refine, and easier to shape and mold. This effect lasts an OOC hour. » Fʟᴏʀᴀ: N/A Rᴇᴅʟɪɴᴇꜱ: Spoiler ⬢ This blessing will not work on existing MArts, or applied to MArts; however may be used in an MArt dedicated to possessing this blessing with no other spirits involved. ⬢ These blessings will not improve the quality of finished metallurgical works. Blessing of Drelthok - Spirit of Sleeping and Dreams » Fᴀᴜɴᴀ: The target finds it easier to get to sleep voluntarily, and tends to have happy dreams. » Fʟᴏʀᴀ: N/A Rᴇᴅʟɪɴᴇꜱ: Spoiler ⬢ This is not castable in combat and can only be used for positive effects. Blessing of Urin - Spirit of Weather, Seasons, and Climate » Fᴀᴜɴᴀ: Allows the shaman to create a 20x20 meter area of weather of their choosing. People blessed with this suffer less from their environment, such as suffering less from the heat of the desert or the cold of the tundra. » Fʟᴏʀᴀ: The blessing causes plants in the area to behave as if they were in different seasons. For example, some plants would bear flowers outside of spring, leaves would turn orange as if in autumn, and so on. If cast on a large tree, the tree would exhibit all four seasons at the same time, divided into quarters. This does not kill the tree. Rᴇᴅʟɪɴᴇꜱ: Spoiler ⬢ It cannot be used to abuse trees into constantly yielding fruit. The tree will only yield fruit in one of its quarters, and it will grow at its own pace. ⬢ Cannot force extreme weather such as blizzards or heatwaves, or tornadoes. ⬢ While thunderstorms can be called, lightning will only hit the tallest object in the vicinity. Blessing of Kotrestruu - Spirit of Memory and the Recording of Knowledge » Fᴀᴜɴᴀ: Fauna recounts past details with more ease. If the fauna suffers from memory problems, this blessing will restore a chunk of memories. » Fʟᴏʀᴀ: N/A Rᴇᴅʟɪɴᴇꜱ: Spoiler ⬢ These memories are not fully accurate either, and appear more and more blurred the longer in time it has been since the memory took place. ⬢ Cannot be used to recall one’s death or other details that could be used to metagame. Blessing of Skathach - Spirit of Fire » Fᴀᴜɴᴀ: This blessing will raise the body temperature without adverse effects. The target will be highly resistant to environmental heat and cold, granting them resilience against temperature-related conditions such as heat strokes and numbness from cold. » Fʟᴏʀᴀ: Plants don’t burn, and can sit in a flame unharmed for long periods. Rᴇᴅʟɪɴᴇꜱ: Spoiler ⬢ This blessing does not give immunity to fire; it will burn you just the same. ⬢ It does not grant protection from extreme cold, such as falling in freezing waters. ⬢ Does not let you burn people with your weirdly hot hands. Blessing of Akathro - Spirit of Water » Fᴀᴜɴᴀ: Fauna can swim twice the speed, targets with heavy armor do not sink, and can hold their breath for twice as long as normal. This lasts for (1) IRL hour. Can only be used in combat for events. » Fʟᴏʀᴀ: Aquatic plants can grow on land, and land-based plants can grow underwater. Plants do not require water. Rᴇᴅʟɪɴᴇꜱ: Spoiler ⬢ This blessing will not allow one to water walk or breathe water. Blessing of Bregthar - Spirit of Earth » Fᴀᴜɴᴀ: Grants an effect similar to a stoneskin potion, turning one’s skin and flesh hard and heavy like stone, dulling touch and pain. The hardened skin chips instead of cutting open when struck with a bladed weapon. A strong, blunt strike could crack the impact area, causing significant damage, but not as much as if it were regular flesh. This blessing also makes one considerably heavier, making one unable to run or sprint while under its effects. When the blessing ends, all damage sustained translates into injuries, such as chipped skin turning into bleeding wounds and cracks turning into fractured bones and bruised flesh. Lasts for 4 emotes in combat. » Fʟᴏʀᴀ: When cast upon a swathe of land, up to 30x30 in area, this blessing allows for the Farseer to permanently change the biome of the area to one of the following biomes: Desert Biome, Swamp Biome, Tundra Biome, Grasslands Biome, and Mountain Biome. This ability cannot be used in combat unless otherwise stated by an ET. Rᴇᴅʟɪɴᴇꜱ: Spoiler ⬢ When the blessing ends, all damage taken becomes relative injuries, and one will feel the pain of sustaining such injuries. ⬢ Does not make one physically stronger. ⬢ One cannot wear armor with this blessing. It would hamper movement too much, and the stoneskin scraping against the armor would damage it. ⬢ This blessing only changes the terrain of the area. It cannot make someone fall, drown, etc. Blessing of Fiarza - Spirit of Air » Fᴀᴜɴᴀ: This blessing makes the target more light and agile, as if carried by a mystic wind. Performing acrobatics and difficult jumps is easier with this blessing. This does not increase the height of a jump, and allows the blessed to leap over 8 block gaps. However, because the blessing grants lightness, it reduces the damage one can do in combat, as strikes will lack the usual weight behind them. » Fʟᴏʀᴀ: N/A Rᴇᴅʟɪɴᴇꜱ: Spoiler ⬢ Does not make you faster or have quicker reflexes. ⬢ Does not help one reduce damage taken from falling. ⬢ Blessing will go away if not used within 4 emotes or if used to jump larger-than-average distances. Blessing of Kulthark - Spirit of Metal » Fᴀᴜɴᴀ: The blessed becomes magically attuned to metal, gaining a sixth sense that can detect the presence of metals in a 3 block radius, regardless of physical barriers. This works for metal in both their ore and refined forms, as well as alloys. » Fʟᴏʀᴀ: Makes plants as resilient as iron for the duration. Rᴇᴅʟɪɴᴇꜱ: Spoiler ⬢ One is not able to discern the type of metal one is sensing with this ability, only that metal is present. ⬢ Does not allow one to react to an incoming metal projectile that isn’t being seen, such as an arrow coming from behind or a thrown weapon. ⬢ Cannot tell if a person wearing armour is hiding, or if they have hidden weapons. ⬢ Requires OOC consent from owners of buildings to know whether or not there is metal behind a blocked-off wall. Blessing of Neizdark - Spirit of Storm » Fᴀᴜɴᴀ: Attunes the target to the fury of the storm, turning them into a living lightning rod. The target will attract lightning strikes and will survive them. The blessing ends when this happens. Despite allowing one to survive lightning, it will still deafen, blind, and stun the recipient for one emote, only protecting the blessed from direct damage caused by it and preventing them from catching on fire as a result of the strike. » Fʟᴏʀᴀ: N/A Rᴇᴅʟɪɴᴇꜱ: Spoiler ⬢ It cannot be used to cause lightning to strike out of nowhere. A natural storm or one created by an elementalist or Farseer is required to provide the lightning. ⋅•⋅⊰∙∘☽༓☾∘∙⊱⋅•⋅ Wʀɪᴛɪɴɢ: Bᴀʀᴅᴍᴀɴᴄᴇʀ Fᴏʀᴍᴀᴛᴛɪɴɢ: Pᴀʟʟᴏᴅɪᴜᴍ, Aꜱᴛʀᴏᴘʜʏꜱɪᴄᴀʟ ⋅•⋅⊰∙∘☽༓☾∘∙⊱⋅•⋅ 36 Link to post Share on other sites More sharing options...
Sykogenic 1333 Share Posted June 23, 2020 2 Link to post Share on other sites More sharing options...
Banned 347 Share Posted June 23, 2020 At last. Link to post Share on other sites More sharing options...
Banned 347 Share Posted June 28, 2020 I take it back. What in Krug’s name compelled you all to massacre the blessings? 7 Link to post Share on other sites More sharing options...
squakhawk 14043 Share Posted August 10, 2020 This Lore has been accepted. Moved to Implemented Lore, it will be sorted to it's appropriate category soon. Please note that if this is playable lore, such as a magic or CA, you will need to write a guide for this piece. You will be contacted regarding the guide (or implementation if it isn’t needed) shortly. 1 Link to post Share on other sites More sharing options...
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