Jump to content

[Paladin Amendment/Addition] A Shift in the Mist


Recommended Posts

Spoiler

Not exactly the amendment people wanted, I'm sorry to bait you gamers.

Smiles :)

Purging Update:

The current purge information on our page is out of date. This is intended to, with some flavor text (I'm sorry) update the current purge capabilities outlined on other magic lore pages.

Original:

Spoiler

Shade

The shadeling parasite is a peculiar and despicable form of life, latched onto the soul of a Descendant and twisting them with internal corruption. Purging a weaker shade, one not tied by unholy threads to a shade gem, can be purged outright. The process is as simple as restraining the host, and sending aggressive surges of mist through the host’s body. The process is incredibly painful, a burning agony, but as soon as the shadeling parasite has been eviscerated, the electric pain turns to a soothing fatherly warmth. It’s not enough, however, to change the emptiness inside of the host’s soul now that the parasite that once resided there has been removed. This does not require OOC consent. The process requires anywhere from one to three Paladins, depending on the tier of the shade. A tier one shade requires one Paladin, a tier two shade requires two paladins, and a tier three shade requires three Paladins. One of these Paladins in the ritual can be replaced with the usage of a Sunlight Wrath relic.

 

However, a shade parasite that is connected to an unholy shade gem would be a much more difficult case, forcing the Paladin to invoke a more specific way of removing the parasite. This process would require three Paladins, all three of which know how to Purge. One Paladin can be replaced in this situation with a Sunlight Relic. The host, still, must be restrained face up. Then, a lightstone must be stabbed into the upper torso of the host. This need not be a savage act, simply piercing the flesh with a sharp ended lightstone would serve the task, it need not be inserted deeply. However, the process of puncturing the flesh is important for this process. Then, the regular purging process should be followed. However, instead of surrounding and eviscerating the parasite, it must be herded upwards and out of the soul. The shade parasite at this time is then forced by the pressure of the Xannic mists into the lightstone, it’s metaphysical parasitic being pushed into a prison with no soul to latch onto. Throughout this whole process, the host is suffering similar suffering as the easier purging method. However, as soon as the shade parasite is pushed into the gem, the fatherly warmth fills them.

 

It is at this time the lightstone will grow dark and clouded, faint whispers being heard from it as the shade fights a battle against the pure nature of the lightstone, a soulless protector, a battle it cannot win. Should the shade player consent, the shade parasite can become permanently neutered, virtually dead, imprisoned within the lightstone, which will never shine quite so brightly again. Clouded and darker than a regular lightstone, it marks the shade parasite within it. This functionally PKs the parasite, removing the shade from the host. Should this happen, an sreq should be made and a new item should be created for the lightstone, the old one discarded. The new item takes on the name of a Sealed Lightstone, sealing away the shade parasite. This Sealed Lightstone cannot be utilized in any enchanting purposes, now an inert prison. Even if shattered, what remains of the parasite will simply fall apart and dissipate, no longer ‘alive.’ The shade player could still, at any time, get reshaded and begin the process anew with a new shade parasite. However, should the shade player not consent to their shade being removed fully, then the lightstone eviscerates the dark energy inside of it, and returns to a normal state. However, enough of the parasite is trapped within the soul of the Descendant still, not fully dragged out to be eviscerated. In this case, the parasite is weakened greatly, the shade being taken down to T1 for 2 IRL weeks.

 

Unfortunately, the pinnacle of shadedom, the endgames, cannot be purged properly. Too merged with the parasite, beyond saving even for Xan, the purging process will simply evoke great pain but not much result.

 

 Mysticism’s Hexes

Hexes placed upon objects take on dangerous and despicable properties. The paladin in question must be careful with such items. Once the object is identified as hexed, the paladin uses the Sunlight’s Wrath relic in order to effectively remove it from a distance. The amount of paladins required is dependent upon the tier of the Mystic who created the hex. One paladin is required for T2 Hexes, two required for T4, and three for hexes created by a Wight. Only one Sunlight’s Wrath relic can be used total per hex object. 

 

 Witchdoctor’s Curses

The legendary and horrid tales of the fable witch doctors and practitioners of the shamanism art has been something to truly take heed. Their curses are ones of more than just the soul and mind as curses can attack the physical bodies as well. It is not uncommon for curses such as decaying of flesh, rot of the body, or diseases of the skin are seen regarding such foul magic. It is with this that the Paladin ability of Purging can only go so far. The curses/hexes are able to be lifted fully however the effects of such curses remain, requiring additional healing sessions or remedies needed in order to mend fully from what has been placed upon the victim's body. Additionally, a curse directly from the spirits themselves is beyond the scope of a mere mortal Paladin, requiring some material assistance to seal away the curse.

 

The process of sealing a witch doctor’s curse is similar to purging a shade gem connected with a shade parasite, requiring a lightstone thrust into the flesh of the cursed party. This requires only a single Paladin, though more can participate if they wish. Agony will fill their form as the curse is flushed out of their system, forced outwards into the lightstone sticking out of the flesh of the cursed party. As soon as the curse is fully gone from them, the pain will fade, replaced with a fatherly warmth. The lightstone will quickly overcome the curse, trapping it deep within itself and rendering it inert. This too, like shade purging, results in a Sealed Lightstone. An item must be made for this, the lightstone now colored with a sickly color up to that of the cursed, a color relevant to the specific curse. Even should this lightstone be shattered, the curse is now inert energy, and would dissipate quickly. This process does not require OOC consent, though in most situations such consent would be given anyways.

 

Event Curses

Even with the known curses of the realm seen and heard about with various groups, still there are the unknown yet to be discovered and unfortunately unleashed upon the realm for a time. With ET curses, it is up to the ET in charge of the event to state how effective the purging ability is with curses from said event, as well as any special caveats or processes required to purge successfully. Yet at the same time, should the ET not wish for it to have an effect at all, a baseline compromise is made for a temporary relief to the victims of said curse. The purging ability performed on the victim may be allowed a temporary relief of one irl day from the effects. Or, should OOC consent be given and the person wishing to not be a part of the event any longer, the Paladin may completely be able to remove the curse from the victim. This however is still left up in the air and not set in complete stone. In the end, communication is needed to see where it falls on what is allowed or not.

Update:

Spoiler

 

Mysticism’s Hexes

Immortality… the false light that many a naive soul has been blinded by. Incapable of learning necromancy, ill-fated magi of yore turned their sight to other means of achieving it. They became The First Synod, led by the Tetrad and that damnable Grimoire of Phantoms. Doomed as all who pursue the dark arts are, they were massacred by the Tetrad shortly after discovering the obelisk, after which the Tetrad killed each other. The years came and passed, those corpses lying as skeletal frames where they had first fallen. A soft utterance, an overt curiosity began the Mystics in true. The apparition of The First Synod, seething in its wickedness, coiled, bound, within the pages of the Grimoire, waited centuries for the grim scene to be discovered. A hapless man, then known as Uldrivt, had the ill-luck of opening this Grimoire, awakening Mthyul Tlan. This choice led to the amalgamation of man and apparition, birthing the first wight, and by extension, mysticism’s hexes. 

 

There are two subtypes of hexes: Lesser, which may be purged by a singular Paladin, and Greater, which require two Paladins, or one Paladin and another Holy Mage, should those return to this realm. Objects that have been hexed become ‘stronger’, twice as durable as the material it originates from. Caution is advised when handling or looking upon these objects, lest the Paladin fall victim to the hex himself. From a distance, with the assistance of a Sunlight’s Wrath relic, the Paladin may safely purge the object of the unholy polygeist within. Only one Sunlight’s Wrath may be used per hex.

 

Witchdoctor’s Curses

The legendary and horrid tales of the fable witch doctors and practitioners of the shamanism art has been something to truly take heed. Their curses are ones of more than just the soul and mind as curses can attack the physical bodies as well. It is not uncommon for curses such as decaying of flesh, rot of the body, or diseases of the skin are seen regarding such foul magic. It is with this that the Paladin ability of Purging can only go so far. The curses/hexes are able to be lifted fully however the effects of such curses remain, requiring additional healing sessions or remedies needed in order to mend fully from what has been placed upon the victim's body. Additionally, a curse directly from the spirits themselves is beyond the scope of a mere mortal Paladin, requiring some material assistance to seal away the curse.

 

The process of sealing a witch doctor’s curse requires a lightstone being thrust into the flesh of the cursed party. This requires only a single Paladin, though more can participate if they wish. Agony will fill their form as the curse is flushed out of their system, forced outwards into the lightstone sticking out of the flesh of the cursed party. As soon as the curse is fully gone from them, the pain will fade, replaced with a fatherly warmth. The lightstone will quickly overcome the curse, trapping it deep within itself and rendering it inert. This results in a Sealed Lightstone. An item must be made for this (and ST signed), the lightstone now colored with a sickly color up to that of the cursed, a color relevant to the specific curse. Even should this lightstone be shattered, the curse is now inert energy, and would dissipate quickly. This process does not require OOC consent, though in most situations such consent would be given anyways.

 

Frost Witch

A blight upon a female descendant’s soul that has existed since the times of Anthos, the Fjarriagua itself cannot be purged for she is no longer a Descendant. Instead these beings, born of heartbreak and malice, are a species all their own, with a true form resembling that of one who perished to a winter storm. Banshees, they may be known as, reborn and made anew in their despair.

 

While these beings themselves cannot be purged, that which they use to perform their sacred arts can be. At tier one the Frost Witch’s altar is still new, weak, having not yet cemented itself within the ground and may be purged by two paladins, one of tier three [3] and one of tier five [5]. At tier two the altar’s roots have begun to take hold, yet still, it is still weak to Paladinism. For this tier two masterful paladins of tier five [5] would be necessary to purge the altar from the land where it sits. By tier three it has settled itself fully into the land, unable to be purged regardless of how a Paladin, or many Paladins, may try.

 

Frost Witches also possess the ability to curse Descendants. A Fjarriagua, gifted in the manipulation of ice and snow, is capable of manifesting curses with chunks of ice. These chunks of ice, and by extension the curses they contain, are embedded into the flesh via physical contact, leaving behind a tell-tale etching. These etchings visually manifest as a frostbitten tattoo, enabling the Paladin to identify its place of origin. A single tier three [3] Paladin is capable of purging the etching, the maladies it causes dissipating once the curse is removed. 

 

Phantoms

Despair, fear of the unknown, unspeakable deaths… the reasons Descendants rise again as variants of Phantasmal beings are innumerable. Within the Elysian Wastes, that link between this world and Aerial’s Soul Stream, some souls find the indignity of a life left unfinished unbearable. With their rejection of reality, their rejection of fate they seal their own demise. They return to the mortal realm as beings moulded from ectoplasm, cursed to wander in this lost haze...or are they? Often, it is said, that they discover new purposes or continue what they left unfinished, yet this realm was never meant for them. Ailments of mental horror besiege all Phantoms, reminding them of their unrest. To purge them is considered a mercy, a way to amend that which they had rejected, death itself.

 

While most purging either removes a blemish or curse from a soul or object Phantoms are not of this realm. Because of this Phantoms are naturally ethereal, made of the unnatural, incorporeal substance known as ectoplasm. As Phantoms linger in this realm they develop the ability to become physical beings. A Paladin’s purge requires contact with that which they intend to dispel and Phantoms are no exception, though if an incorporeal Phantom were able to be restrained by some means then Purge would work as well as if they had manifested. When purged a variety of visual effects could occur, though most commonly a Paladin would notice their mists seemingly consume the ghost’s ectoplasm, destroying it. This purge can PK Phantoms, but only with the CA holder’s consent, otherwise treated as a week long demanifestation.

 

Necromancy

A curse as old, if not older, than that of the Fjarriagua, shrouded in mystery and ritual. Over the generations, just as with Paladinism itself, this deep affront to Xan’s vision of Order and Guardianship has gone through its own metamorphosis many times. Men old before their time, capable of wielding mist as black as their souls, so damned are they that even the Monks refuse them the blessing of revival. Tales of cannibals and hellish figures risen from the dead would haunt children, if only the world at large knew of this calamity. Veiled in secrecy, these dark mages and their powers are mostly unknown, yet from old iterations some semblance of understanding and cure can be given to their victims. 

 

While the Lord of Sunlight’s healing is not tailored to naturally occurring physical ailment, that which is unnatural and cursed is, to some extent, within his Chosen’s ability to mend. Disease of yore, maladies uncommon to those of good health and sanitary conditions are oft the hallmark of a necromancer’s wrath. Rare ailments, as with leprosy (or the other plagues listed under the page for necromantic pestilence), should their source be known to be unholy in nature can be treated by a singular Paladin’s purge.

 

Naz’therak

Moz Strimoza, in all of its volcanic horror, seemingly shaped from fire and brimstone, is a perfect reflection of those who call the realm home, the Zar’rokul and their underlings. This realm’s tale, however, is one for another day. The realm itself, capable of conquering and absorbing both divine and mortal realms, is unable to be purged. The inhabitants, themselves, are likewise unable to be purged, their souls too corrupt, too damned to be saved by Xan’s grace. A particular group of those whose power comes from these lands, the Naz’therak, while unable to be purged themselves, wield many powers that are well within the Paladin’s ability to cleanse.

 

Malices: The term used for the curses a Naz’therak has at their disposal, are akin to the hexes or curses of other dark arts. The overall archetype, Narthruzka, has two variations. The first is cursed fire, which damages the person in question directly, akin to how a frost witch curses. The second are cursed idols, similar to the hexes of a Mystic upon objects, items imbued with a Malice through complex and painstakingly prepared rituals. How these blights are purged is dependent on the subtype of Narthruzka transpiring:

 

Cursed fire, or Malflame imbued with Malice, are short lived, fading after a real life hour outside of combat. A singular Paladin is capable of purging this affliction without the aid of other tools. As a side note, for both Cursed Fire and Cursed Idols, Tree Lords affected are unable to be spared by a Paladin’s Purge, instead requiring the Druidic gift of Blight Healing to be saved.

 

Cursed idols are vastly more complex. Victims of a cursed idol may be purged, yet this cleansing is a temporary solution. The curse’s effects would return over the course of three real life days. One way to prevent this resurgence is to destroy the idol. Without use of the sunlit wrath enchantment the Idol’s curse then takes three days to dissipate. With the utilization of Sunlit Wrath the Idol’s curse disappears forever once the purge is complete, the object itself no longer needing to be destroyed should this be the route chosen. 

 

Boons and Banes: All denizens and those who wield power from Moz Strimoza have some innate desire to be wicked, to bend others to their will. As the saying of honey and vinegar goes, these dealings are often sweetened with meaningless promises of power, objects, and other such notions. These powers, known as boons, are created by tattooing or drawing upon the flesh. With each boon comes a negative bane which the Naztherak may choose (a list of banes and boons can be located on the Naz’therak CA page, found in Cited Lore). These banes will continuously gnaw at the soul, fueling the boon. A singular paladin may utilize Purge to remove this effect from a being, the only other alternative being to physically remove the marks from the bearer’s body by scoring or cutting, else, these curses last forever.

 

 Ilkgarokk: A blight upon the land itself, this corruption is, strangely, unlike the draining of land that Necromancy causes. When Ilkgarokk occurs, nature is replaced with a hellish landscape, not unlike that of Moz Strimoza itself. A Paladin’s purge is effective, albeit for a limited time, when this ritualistic curse manifests in a region. Over the course of nine [9] real life days Ilkgarokk settles and spreads over a section of land. While this growth and spread of curse is in this pseudo-infant stage Paladins may purge it over the course of a few real life days. For a section of land 35x35 or smaller, two [2] Paladins casting Purge at the epicenter will suffice. For larger, up to 60x60 three [3] paladins are required. Over 60x60 plots of land will require four [4] Paladins, with at least two being of tier five or higher.This fiendish landscape is not easily conquered, however, requiring the group convene and Purge once a day for two to four real life days before it dissipates, dependent on the size of land that is scarred. As well, entering lands cursed with this malady induces several traits rarely felt by holy mages, notably: Sorrow, wrath, confusion, and fear, thus making it truly a daunting task to purge a land of Ilkgarokk. 

 

Azdrazi

In the golden age of dragons, the bygone era where they ruled the skies unopposed, Azdromoth cast his gaze down to the lineage of Horen favorably. Fond of their spirit, feats, and clever ways the dragaar found it favorable to pact with them. Immortality, unending guidance in exchange for their vast wealth of knowledge. Through trials and rituals, those belonging to the tribes of the four brothers may shed their mortal existence to be cursed with near immortality, the ‘gift’ of inner-dragon flame. With this inner flame an Azdrazi becomes capable of many spells, not least of which is the branding of descendants.

 

Through touch, an Azdrazi may pervade the flesh and senses of a descendant under specific circumstances. These brands are obvious in make, bearing the appearance of a red handprint. To purge someone of an Azdrazi’s branding is a simple thing. A singular Paladin with the know-how and ability to use Purge is capable of this undertaking without the addition of enchants or others. Alternatively, should the person have burned the brand off on their own, a Paladin’s Mending Warmth will be capable of healing the burn scar left behind. As well, should the brand be left for a real life week, it will blacken, turning into a burn and losing the curse it provided. This burn is able to be healed by Mending Warmth, as all burns are, the extent dependent upon how bad of a burn it leaves behind. (See: Mending Warmth redlines for burn healing)

 

Event Curses

Even with the known curses of the realm seen and heard about with various groups, still there are the unknown yet to be discovered and unfortunately unleashed upon the realm for a time. With ET curses, it is up to the ET in charge of the event to state how effective the purging ability is with curses from said event, as well as any special caveats or processes required to purge successfully. Yet at the same time, should the ET not wish for it to have an effect at all, a baseline compromise is made for a temporary relief to the victims of said curse. The purging ability performed on the victim may be allowed a temporary relief of one irl day from the effects. Or, should OOC consent be given and the person wishing to not be a part of the event any longer, the Paladin may completely be able to remove the curse from the victim. This however is still left up in the air and not set in complete stone. In the end, communication is needed to see where it falls on what is allowed or not.

 

 

Other

Check with the Lore Team and/or their lore pages to see what can and cannot be purged.

 

Redline Changes:

 

Spoiler

 

Original:

-Things such as Kani, Chi, Afflicted, and other neutral magics may be learned and utilized. Additionally, feats can be utilized if applicable and do not break any other conditions of being a Paladin.

 

Change:

- Things such as Kani, Chi, and some other neutral magics/feats may be learned and utilized. Afflicted, vivification, and other soul altering magics/feats cannot be learned/utilized. Magics/feats which break conditions of being a Paladin cannot be learned/utilized.

 

 

Spoiler

 

Original:

-Any Descendant or any Descendant equivalent can become a Paladin. However, any who have a condition or state of being that may cause them to prioritize the material over their service, they cannot become Paladins. An example is the Epiphyte, who have their plant to take care of under their charge. Even Machine Spirits can, in theory, become Paladins. Additionally, Kharajyr and Houzi cannot become Paladins because Xan views their souls as amalgamations, abominations.

 

Change:

-Only Descendants (and halflings) can become Paladins. Other creatures and creations, such as (but not limited to) Houzi, Kharajyr, and Machine spirits cannot become Paladins. 

 

 

Spell Swap:

Frontal Wall for Vindicator's Defense (Bubble Shield)

 

Original:

Spoiler

Frontal Wall

While the shield part of the Guardian’s Bulwark is less straining, the frontal wall aspect of it takes far more time and focus to maintain. When a Paladin summons the Frontal Wall, a semi-transparent holy wall is cast in front of the Paladin to ward off attacks. It’s range is three blocks wide, four blocks tall, yet one block distance from the Paladin itself. This form of attack is immune to magical attacks, much like the Shield, however it cannot take more than four heavy solid hits before it shatters completely with the knockback ability activated. On top of this, the Paladin endures pain within their bodies from each blow struck. A sacrifice counter, given this ability is meant to protect others from the assault of enemies.  

 

Emote Requirements

(1 to connect, 3 to cast)

Cannot use Frontal Wall with other abilities(this including the Shield version). If invoking Frontal Wall, other summoned abilities immediately disperse.

-Shields/Frontal Wall are immune to magical attacks such as voidal fire, dragon’s breath, lightning strikes, poison spits, etc. Physical attacks are actual strikes against the shield with objects, projectiles, and/or body parts. If unsure, contact a LT.

 

 -Arcane projectiles, such as those classically in Arcanism, count as physical attacks because they do physical damage.

 

-If there is a loophole seen, get approval from the LT or the answer is no.

 

-The Shield can be used with Holy Affinity: Melee.

 

-The ‘four physical hits’ that both Shield and Frontal Wall can take before breaking refer to hits from things of moderate strength. A physical attack from a dragon, a firing ballista, or anything that’s significantly stronger than a Descendant will instantly shatter both. As said, Guardian's Bulwark is intended for magical attacks and effects.

 

-Cannot have both Guardian’s Bulwark and Mist Weave Armor up at the same time. Must be one or the other. One would disperse if attempting to summon the other.

 

-Given the focus required to activating this ability, a Paladin summoning Shield can only walk while such is happening, being somewhat vulnerable and incapable of attacking while doing so. Summoning Frontal Wall is much more intensive, preventing the Paladin from walking or moving and requiring them to be focused upon the wall the entire duration of it being up.

 

Replacement:

Spoiler



 

Guardian’s Bulwark: Vindicator’s Defense

Combative | T4

Emote Requirements: (1 Connection + 3 Cast)

Spell Slot Requirements: 1+

 

In order to protect both himself and those around him, a Paladin may build his mists up into a protective barrier encompassing a small region surrounding himself to defend from magical and physical assault. This barrier appears as a semi-transparent sphere, taking on the same mist color as the paladin who created it. In exchange for defending their allies the casting paladin mentally experiences the bulk of the pain stemming from physical attacks against the sphere.

 

 

Over the course of the spell, a spherical semi-transparent shield woven from the paladin’s chosen color of mist forms above and around the Paladin in a three block radius. When cast, the shield can take two physical blows before either shattering, or remaining - a flash of energy visibly coursing through it as the Paladin would expend another Spell Slot to keep it going for another two blows. This can be done until the Paladin is out of Spell Slots entirely, giving them the effects of using each slot as it happens. Those within the shield are not capable of attacking outside of it, however, those the Paladin views as allies may exit the shield freely. The Paladin takes the brunt of the damage and pain onto themselves in mentally perceived pain that may, depending on the strength of the blow, culminate in shock, leading to the paladin collapsing and the shield dissipating.

 

Redlines:

-  If a grey area or loophole is seen, contact a LT otherwise the answer is no. 

 

- Upon every second hit received, the Paladin must visibly choose to lose another Spell Slot to maintain it, or let it shatter. They suffer the self-harm of spending these extra Spell Slots.

 

 

- The Paladin feels a portion of any physical blow the shield takes. Should a sword swing against it they would feel as though they had been struck while in plate armor. Stronger blows, such as a dragon’s talons, would cause the Paladin to feel agony so intense the shield would break and the Paladin in question would collapse, requiring at minimum one emote round to recover from the experience. This pain is mental, not manifested on the body as a physical injury though cannot be ignored.

 

 

- Those allowed to move through it CANNOT attack through it regardless. This includes shooting bows or swinging swords outside of the bubble while any other part of them (the person) is inside of the bubble.

 

 

- Can only enter or exit the Vindicator’s Defense once per emote round. This is explained by the shield being physical enough to those allowed to move in/out that they use up the majority of their given movement to do so, having to push through.

 

 

- Exposed dragonkin, Inferi, dark mages, and other dark entities may not enter the shield once it is finished being cast, regardless of if the paladin views them as an ally or not.

 

 

- Cannot be used to metagame or ‘test’ in any form. 

 

 

- Energy based attacks do not harm the shield. I.E. fire, lightning, etc. Only attacks that deal physical damage hurt, such as a mace swing, crossbows/bows, alchemy potions, etc. 

 

 

- Alchemical potions and things of similar nature count as one of the shield’s blows taken but cannot pass through the barrier. I.e. if a smoke's whisper is used inside it will not disperse past the barrier.

 

 

- All physical attacks (except mundane punches/kicks) count against one of the shield’s blows taken. Ranging from the swing of a dragon’s talons, to the strike of a human adult wielding a sword. Pulled punches do not count, Chi and Kani attacks, however, do count.

 

 

- Cannot have Guardian’s Bulwark: Shield and Guardian’s Bulwark:Vindicator’s Defense up at the same time. Must be one or the other. One would disperse upon attempting to summon the other. 

 

 

- The paladin creating the shield is stationary when casting this ability and is able to move within the bubble once finished. Should they leave the radius of the bubble it will vanish. It cannot be moved.

 

 

Spell Addition:

 

Sunlit Splint 

Spoiler

Mist Healing: Sunlit Splint

Non-Combative | T4

Emote Requirements: (1 Connection + 3-5 Cast depending on severity)

Spell Slot Requirements: 2-3 for Transverse+, 4+ for Compound fractures

 

The Lord of Sunlight is the Aengul of both Order and Guardianship. A Paladin’s duty to Xan often calls them to battle, to wage war against his enemies. It can be expected, then, that while in service to him a Paladin will suffer broken bones, or those fighting alongside them will. When this occurs a Paladin may call upon their mists in a manner similar to that of how they would when purging, letting the mist tether and burrow itself within the injured party. From there the mists wrap around the broken bone in question, re-aligning it if necessary, before serving as a pseudo splint, knitting the bone back together. As with other iterations of healing, the mists provide a soothing warmth and comfort to the person being healed. 

 

 

By using their mist a Paladin may create a 'splint' of sorts along a broken bone. The mist will wrap itself around the bone in question, pulling it together temporarily so that the wounded individual may return to the fight. This spell cannot be used on bones that are not currently suffering a break. Attempts to use it to strengthen healthy bones will fail. After one narrative hour, or the end of the fight, whichever comes first, the splint will weaken but not disappear. Instead, the bone will be more susceptible to injury. A punch to it, for example, would rebreak the bone and cause the recovery time to be double what it would normally take to mend with the splint if not re-injured. If the bone is not damaged in that time, however, the bone will mend to full strength in one and a half (IRL) days for Transverse breaks and two and a half (IRL) days. Further, sunlit splint can only be used once per break. If the bone is broken again while under sunlit splint's effects the spell cannot be cast on it again until it has fully healed.

 

 

Redlines:

 

- If any grey area or loophole is found contact LT or its a no.

- This spell can only heal broken bones, nothing else.

- Bones mended this way will retain half their normal durability until enough time has passed that it would have healed on its own.

- Cannot mend wounds caused by broken bones, i.e. if a rib is broken and punctures a lung the person will still die of the lung puncture, even if the bone is pulled back into place.

- Does not work on exposed dark beings or Dragonkin.

- Cannot use other abilities while using Sunlit Splint

- Cannot use while attacking/being attacked.

- Transverse and other similar breaks take one and a half real life days to return to their original strength.

- Compound fractures take two and a half real life days to return to their original strength.

- Overuse of the mending region in question will double the previous two stated heal times.

- If the bone is rebroken while Sunlit Splint is in effect it cannot have the healing spell cast on it again and will have to heal on its own and the timer for it to mend is reset and doubled, i.e. Transverse breaks would now take three real life days to mend, Compound would take five real life days to mend.

- Half durability of bone comes into effect one narrative hour after the spell is cast.

-Cannot be used on bones that are not broken.

 

 

Edited by rukio
SPOILER GLITCHED IM SCARED
Link to post
Share on other sites

Kinda based? 

Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

  • Recently Browsing   0 members

    No registered users viewing this page.



×
×
  • Create New...