Islamadon 4546 Popular Post Share Posted July 19, 2023 FOREWARD: Spoiler Following Implementation, current MA holders of Templarism and Druidism (of any kind) will be given to option to either: 1. Choose between the other, i.e. Keep One and Drop One with no penalty towards the player. 2. Keep both MA's on the condition of dropping all other Druid-related Magics except "Druidic Communion and Control". This is to ensure that the Player does not exceed 5 slots. Going forward, the ST will ensure that neither Magic is compatible with one another as to ensure the integrity of Deific Magic function. Further, those who currently possess accepted Templar TA's will automatically be grandfathered into knowing the Connection Ritual, and may SREQ to include it on their MA. Centuries have passed since the Thirty Years War - an event which saw Iblees attempt to conquer the Material Plane. Malchediael, the Aengul of Courage, sought to bolster the forces of Four Brothers by taking the form of Krug’s Golden Axe in descent. Manifest as a symbol of courage and valor, Malchediael lent his aid to the Orcish ancestor by staying the corruption which sought to control Krug's mind. Too did Malchediael bestow courage upon the forces of the living, proving instrumental in resisting the inexhaustible hordes of the Deceiver. Alas, as the Aengudaemon pantheon returned to their realms upon the imprisonment of Iblees, Malchediael was left abandoned. Now used at the whim of mortals for the spread of carnage and war, Malchediael bore witness to the horrors that followed, and the countless dead. Lamenting his fate, Malchediael’s heart grew dark and vicious. Iblees, now freed, sought to harness this wroth. Malchediael was liberated by the Deceiver, and the Aengul of Courage was in his debt. Spiteful towards those who abandoned him, Iblees managed to redirect the young Aengul’s wrath towards Gazardiel as a means of ridding of a rival. However, as Malchediael ventured through the lands of Vailor, his ambitions stirred as he began to amass a following by those who would embody courage; he reveled. A world helmed by heroes who put cravens under heel was Malchediael’s new dream. And so, he began to pass his blessing unto his chosen few, Gereon “Christ” de Savoie being the first. Malchediael continued to venture, appearing most notably during the Inferi Crisis as he and his Praxic Sun Templars fought against the demonic hordes. At the Crisis’ conclusion, Malchediael found himself hosting his sister - Jophiael - who had descended as the Sword of Horen. The Aengul of Enlightenment merged with Malchediael’s courageous and spiteful self, causing his mind to splinter into an incoherent rage. As a result, Malchediael now roams the heavens fighting the likes of Voidal Behemoths and countless demons for the sake of mortals. Though Malchediael now fights on in a mindless state, his will was inherited by his followers. Compelled to spread the blessing of the Aengul and to meet challenges head on, the Radiant Templars have since thrived and spread throughout the world as heralds of courage. Malchediael’s dream is now in the hands of his chosen. A Radiant Templar is a descendant who has been entrusted with the Blessing of Malchediael, Aengul of Courage. Malchediael favors those who embody the virtue of courage and who live a bold lifestyle, and may thus entrust fragments of his power to those who would see his will done. Prime candidates for the Blessing include those of Heroes, Knights, Monster-Hunters, Adventurers ETC. To the Aengul, it is most ideal to lay claim to the pinnacle of the warrior class. The Blessing of Malchediael forms a tether to a Descendant’s soul and enables them to draw upon the bold aura of their Patron. When harnessed, the Blessing manifests as a blanched and holy flame, a reflection of Malchediael’s deific, yet furious nature. The boons available to a Templar are intended to be force amplifiers rather than crutches; thus, Malchediael intends for his servants to continue honing their skills and achieve victory by their own will. A Templar must be wary, however, for they are afflicted with the Touch of Jophiael. In essence, the lingering darkness within Malchediael’s heart has fused with the madness wrought by Jophiael, thus driving vulnerable Templars to the point of insanity. Amidst the chaos of their mind, all living beings around them, bar a fellow Templar, will appear as a horrid monster in need of purgation. Jophiael’s Touch will be elaborated further in a subsequent section. • Templarism occupies [3] Magic Slots. • Templarism is incompatible with other Deific Magics, Dark Magics and Dark CAs. • Templarism is incompatible with any race other than the Descendent Races: Humans, Orcs, Elves and Dwarves. • In the event that a Templar be severed from Malchediael’s tether a third time, willingly or otherwise, they will be ineligible to receive it a fourth. Malchediael, in his odyssey throughout the Mortal Realm, came to admire the systems of chivalry established by the nations of Men and the ethics of Orcish honor. The Knight was the pinnacle of his dream - a warrior bound by sacred code, in the service of their people or ambition. Malchediael thus declared his own dogma, a code of chivalry for his chosen to live by. I. To maintain virtuous oaths and bonds. II. To accept any challenge laid before you. III. To settle disputes before they fester. IV. To vanquish those who transgress upon others. V. To raise one’s weapon in the pursuit of glory - not wealth. In the event that a Master Templar deems one to embody these core tenets of Malchediael’s Dogma, they may choose to pass on the blessing of their Patron Aengul. Though aesthetic and aspects of the ritual may vary, a core thread persists: A would-be Templar kneels before a Brazen Bonfire as the Master Templar taps either shoulder with a weapon that has been enwreathed with Furious Flame. Upon evoking the phrase “Malchediael, Aengul of Courage!” the blanched flames of the Templar’s instrument would usher forth into the recipient, encircling their body as a glorious maelstrom, the holy fire binding to their soul as a newly seared Blessing. In the immediate year following, the Templar’s mind will be a haze of conflicting courage and rage . Their body will ache as if it had been subject to egregious labor, and pain levied unto it will be amplified two-fold. After enduring this initial suffering, a Templar may begin to master their abilities. Spoiler • A Player must consent to OOC to receive the blessing. If forced upon an unwilling participant, the connection process will fail. • Though the aesthetic and nature of the Connection Ritual may vary, the core conditions remain the same: [1] The recipient kneels within the range of a “Brazen Bonfire”. [2] The TA holder enwreathe’s their weapon with “Furious Flame”. [3] Tap either shoulder of the recipient with said weapon. [4] Invoke Malchediael’s name and domain. [5] Enwreathe the recipient in the Holy Fire, passing on the blessing. • The Connection Ritual must be taught to a T5 Templar prior to applying for a TA. It cannot be inferred or observed passively and must actively be taught. Knowledge of this ritual must be marked on the Templar's MA prior to making a TA. [T1] EMBOLDENED - PASSIVE A Templar, newly ordained, will discover that their inner courage has been bolstered substantially by their Patron. An ever present urge swells within them to meet challenges head on, and a Templar will thus yearn to overcome any obstacle, be it through bloodshed, games of wit or even artistic endeavor. Further, a Templar will find it extraordinarily difficult to forfeit their weapon in any capacity; doing such would invoke a deep sensation of shame. Too is the Templar endowed with great ire towards those who would wrong their warrior spirit. It is for this reason that those who would attempt to invoke cowardice upon a Templar through sorcery would find that their curse instead spurs wroth within Malchadiel’s chosen. However, a Templar must be wary - wise opponents may be able to warp this blessing into that of a curse should they tactfully goad the Templar into blunders. Were a Templar to turn their back upon a challenge, they would become doomed with a gut-wrenching sense of shame and dishonor. Only through a quest of personal redemption would a Templar find remedy. Spoiler REDLINES: • Templars retain the ability to feel fear; this Passive instead provides a constant push to meet any sort of challenge head-on. • Templars who refuse a challenge laid before them would begin to feel as if they were craven lest redeemed; what constitutes redemption may be RP’d to the discretion of the afflicted Templar. • Templars are by no means compelled to rush into conflict or traps, but they will feel its call and may even feel shame for not meeting the challenge. • Spells, Curses, and/or Hexes that would invoke a sensation of fear are ineffective upon a Templar and would instead enrage their target. This fury does NOT provide the Templar with additional strength. [T1] BLAZING AURA - ACTIVE When confronted with the darkness of the depths or that of night, a Templar may ignite from their courageous aura a ball of white flame upon their palm. Though it produces no heat, this swirling blaze will pulsate in tandem with the Templar’s beating heart, illuminating an area akin to that of a standard torch. Spoiler MECHANICS: Blazing Aura requires [2] Emotes to cast: The First to draw upon the Templar’s courage, and the Second to manifest it as a pulsing ball of white flame. The luminescence produced is nigh identical to that of a standard torch, and obstructions would naturally cast shadow. It is noted that, should a Templar be attacked, that the flame will demanifest as the Templar redirects their courage upon combat. REDLINES: • A Templar must possess an unobstructed hand to manifest and contain the white flame. Attempting to grasp an object will extinguish the spell. • In the event that a Templar is attacked, disrupted or attempts to conjure a separate ability, the spell will be extinguished. This said, if a Templar is not directly attacked (I.E. Group CRP), they would be able to maintain it. • Blazing Aura produces no heat or burning sensation (no arson), nor is it capable of blinding others. • Blazing Aura’s luminescence is similar to that of a standard torch. This is to say its area of effect and brightness is identical to that of a mechanical torch outside of events, but may vary upon ET Discretion during an event. [T2] ENTHRALLING RECOUNT - ACTIVE In the event that a Templar wishes to depict the legend of their oration, they may do so through the medium of flame. Through the ushering of their aura into a pre-existing and contained fire, the Templar may quell the chaotic licks of the inferno and endow it with a blanched hue. Upon doing so, the Templar may manifest the imagery they describe, effectively giving life to their narrative. Spoiler MECHANICS: Enthralling Recount requires [2] Emotes to cast: The First is to orbit one’s hands about the desired blaze, and the Second to usher forth a Templar’s courageous aura into the flame, imbuing it with a pale-white hue. Upon the Third emote following, the Templar may manipulate the flame to depict any story they wish provided that their hands remain encompassed. REDLINES • The Flames manipulated are purely aesthetic and cannot be used to harm others. • The Flames are a purely visual depiction of events, and specific details within the fire are left vague as to prevent Metagame. • The Flames manipulated cannot be used for combative purposes, I.E. attempting to obscure vision, having the flame strike at an observer, ETC. • In the event that a Templar is attacked, disrupted or attempts to conjure a separate ability, the spell will be made null. The same applies should a Templar remove their hands from the flame’s orbit. [T2] FERVENT FLARE - ACTIVE When surrounded by enemies, or perhaps seeking to disrupt wicked sorceries, a Templar may set ablaze the courageous aura that swells within them and expel it outwards with a blinding flash. A vibrant white will overwhelm the sight of those who bear witness, and those deceitful foes who would hide within the realm of shadows are forced to manifest. Spoiler MECHANICS: Fervent Flare requires [3] Emotes to cast: The First to brace one’s body in a stiff position, the Second to manifest a courageous, wispy white aura about their person, and the Third to expel said aura within a [10] block radius. This spell may be cast a maximum of TWICE per combat scenario. Victims who gaze upon the expelled flare will be endowed with blindness for [2] emotes. The First emote would be a complete blindness as one’s vision becomes overwhelmed with a white radiance. The Second emote following would be akin to a partial haze as their vision begins to recover, with rough shapes being visible. Invisible entities such as Ghosts, Corcitura, ETC. would be forced to manifest and become visible should they find themselves within range of the Fervent Flare. Too would Deadbreath be made transparent within a [4] Block radius for the duration [5] Emotes; it is noted that should a Templar be T4 or higher, the Deadbreath will dissipate completely within the allotted radius. REDLINES: • Fervent Flare does NOT affect those who divert their head or close their eyes. A Templar must close their eyes in order to remain unaffected by their own spell. • Fervent Flare’s radius is a maximum of TEN BLOCKS from where the Templar is standing when expelled. • Fervent Flare’s effects are momentary, and last only several narrative seconds when exposed. This is to say that there is no long-term visual damage. • Fervent Flare is incapable of affecting Seers and the blind. • Fervent Flare is incapable of affecting Illusions. • Fervent Flare will render invisible entities visible to the naked eye. This said, Fervent Flare cannot be used to check for Ghosts unless there exists a reasonable explanation for a Templar to be suspicious. • Dark Hazes originating from Dark Magic, such as Deadbreath, would be made more transparent as a result of Fervent Flare for the duration of 5 emotes and in a 4 Block radius. This is to say that only visibility will drastically improve, but other debilitating effects of the Dark Haze may still affect a Templar. This does NOT apply to Smoke Whispers or Voidal Obsurcants. [T3] FURIOUS FLAME - PASSIVE + ACTIVE A Templar, who has become experienced in manifesting their aura, will discover that their fiery courage now subconsciously manifests about their first-drawn weapon. Enwreathed in Holy White Flame, a Templar’s instrument is endowed with the dark-spawn purging effects of Aurum, albeit incapable of imprisoning souls. Too would this flame sear the corrupted souls of darkspawn, inflicting great debilitating pain. However, a Templar is warned. Should they disregard the honor of their first drawn blade by choosing another, their enwreathed flame will subside for the remainder of the battle lest the Templar kneel in penance and remanifest their holy fire manually unto their next chosen weapon. Spoiler MECHANICS: Furious Flame is a Passive Ability which affects the first weapon a Templar uses during a CRP scenario. While active, Furious Flame will endow the weapon with Aurum-like properties, resulting in a searing and debilitating pain upon creatures with altered souls and/or which possess a weakness to aurum. In the event that a Templar changes weapons, Furious Flame will dissipate for the remainder of combat unless resummoned. Furious Flame requires [5] Emotes to resummon: The First requires a Templar to kneel and press their weapon into the ground, the Second to draw upon their courageous aura, the Third to manifest it as a white flame, the Fourth to enwreathe the fire about their weapon, and the Fifth to stabilize the imbuement. This mechanic may also be performed to imbue a second weapon, in the case of dual wielding, with Furious Flame. It is noted that in the event that a Combative Voidal spell makes contact with Furious Flame, the effect will subside for a total of [3] emotes before reactivating. Further, should a Templar enter the proximity of a Voidal Tear or Hollow, too would Furious Flame find itself incapable of being activated for the duration a Templar remains within its effective radius. REDLINES • Furious Flame passively affects only the FIRST weapon a Templar draws. Changing weapons will result in the spell’s dissipation for the remainder of CRP unless resummoned. This does NOT include Shields, lest the shield itself is the primary weapon. • Furious Flame is indicated by an enveloping white flame about the weapon. It is noted that this fire is incapable of illumination, burning, blinding, ETC. To non-corrupt entities/structures, it is completely harmless. • Furious Flame possesses the properties of Aurum bar its weight and soul-trapping capability. This is applicable to other ST approved materials, excluding that of Thanhium. • Furious Flame necessitates that an individual seeking to resummon the fire kneel and remain immobile. This is to say that, while resummoning, the Templar cannot be in motion. This may also be performed to imbue a second weapon (in the case of Dual Wielding NOT Shields) with Furious Flame. • In the event that a Templar is disarmed amidst combat, the further ability "Bound Armament" will ensure that Furious Flame remains active. Should a Templar in any way switch for another weapon or willfully disarm themselves, Furious Flame will deactivate. • Combative Voidal Spells (including barriers) which make contact with Furious Flame will deactivate Furious Flame for a total of [3] Emotes before reactivating. Too would proximity to Voidal Tears or Hollows deactivate Furious Flame for the entirety of the duration that a Templar remains within its effective radius. • In comparison to other spells which make use of the White Flame as a tell (i.e. Bulwark or Vigorous Blow), Furious Flame will appear duller in luminescence. [T3] BOUND ARMAMENT - ACTIVE A Templar’s weapon is their most trusted companion. Though a Templar may hold dear their comrades and battle-brothers, their favored instrument of war becomes a true extension of their being. Parting with one’s armaments is a grave dishonor, and to surrender them to another is tantamount to death. Thus, a Templar may recall to their hand any weapon enwreathed with Furious Flame. Spoiler MECHANICS: Bound Armament requires [2] Emotes to cast: The First requires the Templar to focus upon the lost weapon - white wisps stretching as a tether, and the Second to pull the weapon back into the Templar’s hand. This spell may be cast a maximum of ONCE per combat scenario and can only affect a weapon enwreathed with “Furious Flame”. The range of Bound Armament is a maximum of [8] Blocks. It is noted that should the instrument be fixed within the flesh of another, the ground, etcetera, a Third emote must be performed to wrench it free. REDLINES: • Bound Armament has a range of [8] Blocks. • Bound Armament affects ONLY the weapon that has enwreathed with the spell “Furious Flame”. • The Bound Armament, when recalled, cannot be pulled from another’s grasp. • The Bound Armament, when recalled, cannot slip through iron bars, cracks in doors or other similar small gaps in blocks. • The Bound Armament, when recalled, must be within line of sight. This said, should someone step in front of the weapon as it is in motion of being recalled, it will merely arc around them and return to the Templar’s hand. [T3] RADIANT RUMINATION - ACTIVE Though a Templar may find themselves physically separated from a comrade, they may always remain within reach by virtue of an imbued pyre. Once the flame has been tamed by a Templar’s will, they may reach out to a comrade and manifest their image for conversation. This said, a Templar must be wary lest they leave themselves vulnerable, for the practice leaves them immobile and their vision tunnel-focused. Spoiler MECHANICS: Radiant Rumination requires [3] Emotes to cast. The First requires a Templar to focus/notice upon the fire in question, the Second to imbue it with their courageous aura - endowing it with a white hue, and the Third to manifest and form the image of the Templar they seek to commune with. When receiving Radiant Rumination from a fellow Templar, the nearest source of flame within a [10] block radius will begin to pulse irregularly, from which point the Templar may cast Radiant Rumination to receive the call. In the event that there is no nearby source of flame, the spell will dissipate. While engaged in the spell, a Templar’s vision will become tunnel-focused upon the fire; stepping away, breaking focus, engaging in combat will nullify the spell. REDLINES: • Radiant Rumination cannot be used in the midst of combat. This is to say that a Templar cannot step away from the CRP they are involved with to summon a rally. • Radiant Rumination leaves a Templar in an immobile, tunnel-focused state. Stepping away, losing concentration or engaging in combat will break the connection. • Only a Templar may be seen and communed within the fire. This is to say that their whereabouts, the identities and/or the voices of others are indiscernible. [T4] TROPHY - ACTIVE A Templar, who has slain a foe of corrupted origins with “Furious Flame”, may claim their head as a memento of victory and imbue it with Malchediael’s wrath. Upon purging its inner darkness with the white embers of the Templar’s aura, the Trophy in question would be robbed of its personable features and shrink, becoming scarred. Should this Trophy be displayed before a creature of the same ilk, it will find itself the victim of terror for a brief time. Spoiler MECHANICS: When a Templar delivers the final blow upon an enemy Dark CA with a weapon enwreathed with “Furious Flame”, they will be granted a [5] emote grace period where the corpse will not disintegrate or vanish. A Templar may then sever its head and purify it with their courageous aura. Trophy’s effect requires [2] Emotes to cast: The First requires the Templar to remove the Trophy from their bag, hip, etcetera and the Second to raise it before their desired target. When hoisted before a single Dark CA of the same type within an [8] Block radius, the entity would become entirely stunned and immobilized for the duration of [1] emote. This spell may be cast a maximum of ONCE per combat scenario. A Trophy requires [3] Emotes to imbue: The First requires a Templar to draw upon their courageous Aura, the Second to enwreathe the head with white wisps, and the Third to burn away its corruption and shrink the cranium. REDLINES • Trophy necessitates an ST Approved item to be considered valid. The item in question must indicate what type of CA it affects, and the request should include screenshots of the decapitation. • Trophy necessitates that the Templar performing the imbuement delivers the final blow upon the creature with a weapon enwreathed with “Furious Flame”. • Trophy necessitates harvesting from a True-Form CA. This is to say that the victim cannot be in disguise when harvested. • Trophy's imbuement will rob the Trophy of its personable features. This is to say that players cannot metagame the identity of the source of the Trophy under normal circumstances. In the event a Dark CA wishes to PK after being slain, they may consent to having their harvested Trophy retain their character's identifiable features. Please do not attempt to pressure Dark CAs into PKing. • Trophy’s stun effect can only be used by the Templar that imbued the Trophy. This is to say that a Templar cannot trade heads. • Trophy’s stun effect can only take hold should a SINGLE victim look directly towards the Templar raising it. • Trophy’s stun effect will not affect disguised CAs. This is to say that it cannot be used as a means of spook testing. • Trophy’s stun effect is incapable of affecting Seers and the blind. • Dark CAs CURRENTLY affected include: Nephilim, Frost Witches, Zevn, Zar'ei, Zar'akal, and Undead [Dark-Stalkers + Liches]. Eidolas, Spectral Entities and other constructs cannot be made into a Trophy. New Dark CAs accepted in the future will be included on this list, at the ST’s discretion. [T4] DAUNTLESS CHARGE - ACTIVE In the course of battle, a Templar may deem it necessary to charge upon cravenly or fleeing opponents. A Templar may thus swell with their flaming courage, and propel themself forth with the fury of Malchediael. Spoiler MECHANICS:This ability requires [3] emotes to cast: The First requires a Templar to draw upon their courageous aura while focusing upon a single target as Holy White Flame gathers under their feet, the Second to completely envelop their bodies with their Holy White Flame, and a Third to charge and slam unto an opponent, resulting in their fiery maelstrom to disperse upon contact. When Dauntless Charge is cast, the Templar may charge down a single target at a range of [10] Blocks. When struck, the concussive force of the charge is comparable to that of a sledgehammer. The maelstrom of White Flame also possesses the properties of "Furious Flame", thereby granting it the debilitating effects of Aurum. It is noted that, should [1] Emote elapse without delivering the charge, Dauntless Charge will dissipate. This spell may be cast ONCE per combat scenario.REDLINES: • This spell has [1] charge per combat encounter. • A Templar may not cancel their charge after the second emote has passed and will not be able to cast another Dauntless Charge unless under effect by the Valiant Banner. • A Templar may strike with their weapon at the completion of the charge to focus the concussive nature of their attack into a single strike. This said, they may also opt to simply shoulder bash. • When enveloped with their Courageous Aura [2nd emote], the Templar's vision will be considerably reduced, resulting in a Templar only being able to see rough shapes. • When charging their spell, a Templar may move [3] Blocks per turn until cast. This enables a Templar to move a grand total of [16] Blocks over the course of [3] Emotes. • Dauntless Charge's concussive force will not stack with the material of a weapon used, nor will it result in a cutting-like effect. This is to say that the damage delivered by the Charge will always remain concussive in nature. • Dauntless Charge has to go over solid ground and the enemy must be mechanically accessible. • Should a Templar slam into anything that would be able to resist a hefty sledgehammer swing like in Dauntless Charge, they would get bruised and it would count as [1] minor wound for the Touch of Jophiael. [T4] BULWARK - ACTIVE When anticipating a devastating blow levied by an opponent, a Templar may prepare themselves to intercept and negate the power of the incoming attack. The Templar accomplishes this by coating pallid flames of their courage upon the instrument that they would use to defend themselves. Once hit, these flames would dissipate with a harmless burst. Spoiler MECHANICS: Bulwark requires [2] Emotes to cast. The First requires the Templar to focus upon an assailant as vibrant white wisps envelop their shield/weapon, and the Second is to brace for impact and/or intercept the attack. Were an attack to be successfully intercepted, the concussive force would be reduced to zero as the white flames expel outwards harmlessly about the impact site. It is noted that, should [2] Emotes elapse without blocking an attack upon charging, both the wisps and Bulwark itself will dissipate. This spell may be cast a maximum of TWICE per combat scenario. REDLINES: • Bulwark is capable of negating the concussive effects of heavy attacks. This includes attacks which possess the power of Ologs, Golems, etcetera. This may even scale with large Event Creatures at the discretion of the ET. • Bulwark is capable of blocking the concussive force of Magical Spells, but not their primary effects. This is to say that Voidal Fire would still burn even if it did not deliver concussive force. • Bulwark is capable of blocking the concussive force of a Blasting Potion provided that a Templar’s shield is directed towards the detonation site. • Bulwark can be imbued into the length of a Sword or Polearm Haft, but will be incapable of dispersing concussive force delivered from Magic, Ranged or Alchemy. This is to say that they would only be capable of blocking Melee attacks. • Bulwark cannot be cast if a Templar is in motion. A Templar must brace themselves in order to block, and cannot casually brush off attacks. • Bulwark cannot be used to block collapsing structures. After the spell dissipates, the weight of any structure that has fallen would crush the Templar. This may vary at the discretion of the ET during events. • Bulwark inhibits movement by half once charged [2 Blocks at maximum]. • The Expelled Flames from a successful block are incapable of blinding, burning or obscuring the vision of those in its vicinity. [T5] VIGOROUS BLOW - ACTIVE The ultimate display of martial prowess, Vigorous blow enables a Templar to discharge their courageous aura as a streak of glorious, burning light. Ushered from the edge of a Templar’s weapon when swung, this wave of holy wrath is capable of delivering the sharp cut of blade coupled with the force of a heavy hammer. Too is the streak wide enough to engage up to three targets at once, provided that they stand beside one another. Spoiler MECHANICS: Vigorous Blow requires [3] Emotes to cast: The First requires a Templar to focus and draw upon their courageous aura, the Second to swirl an ever brighter white flame about their weapon, and the Third to release it towards their target. Were Vigorous Blow to land true, it would strike with the force of a heavy hammer and possess the cutting edge of a standard blade. When the Vigorous Blow is cast, the resulting “wave” would travel a maximum distance of [4] blocks and possess a width of [3] blocks. Too would this wave possess Aurum properties if rendered by a weapon wreathed with Furious Flame. This projected wave is capable of damaging a maximum of three targets and obstructions (including meat shields) may be used to ensure that only a single target is hit, if not dodged. It is noted that, should [2] Emotes elapse without delivering an attack upon charging, Vigorous Blow will dissipate. This spell may be cast a maximum of TWICE per combat scenario. REDLINES • Vigorous Blow’s strength is comparable to that of a Heavy Hammer, with a cutting edge comparable to that of a standard blade. This does NOT grant the Templar themself additional muscle, power, etcetera. • Vigorous Blow’s strength will NOT stack upon other strength modifiers, such as a Tawkin Enhanced Orc. It will always remain akin to a Heavy-Hammer. • Vigorous Blow’s cutting ability will NOT stack with the materials of weapons, such as Carbarum. It will always remain akin to a standard blade. • Vigorous Blow can be deflected through adequate parrying or blocking, albeit at the risk of an opponent damaging their weapon. • Vigorous Blow, when cast, reduces the kinetic force of the Templar’s swung weapon to zero. This is to say that a Templar cannot combo their attacks on a single target. • Vigorous Blow inhibits movement by half once charged [2 Blocks at maximum]. [T5] BRAZEN BONFIRE [ACTIVE] Though the clashing of steel and the pursuit of quests may drive a Templar’s ambition, it leaves them wounded and in need of recuperation. A Master Templar is thus able to imbue a pyre to aid in mending their wounds whilst they bask in the warm embrace of the holy aura. Too would creatures of the dark think twice about approaching the flame, lest they be afflicted with horrid anxiety. Though a Templar may extinguish their bonfire by leaving the area, three Templars in unison may set ablaze a permanent pyre at a location of their choice. Spoiler MECHANICS: Brazen Bonfire requires [5] Emotes to cast: The First requires a Templar to mark the ground with the Radiant Star Sigil of Machediael, the Second to draw upon the Templar’s courageous aura, the Third to manifest it as a blazing white ball of flame, Fourth to usher it forth onto the Radiant Star marking, and the Fifth to set the pyre ablaze. Should a Templar of any tier sit within a [5] Block radius of the Brazen Bonfire, their minor wounds would begin to numb, close and then scar. Should the creator of the pyre leave the area of effect, the Pyre would immediately extinguish. It is noted that, should three Templars imbue a Brazen Bonfire in unison, that the fire will burn indefinitely lest extinguished. Dark CAs who find themselves within the [5] Block radius will find themselves afflicted with a great bout of anxiety, resulting in the cost of their spells increasing by a single emote count. Should someone seek to destroy a bonfire, both standard or permanent, they may do so upon three continued emotes of disruption. It is also noted that should a Templar bask within the flames of a Brazen Bonfire outside of a combat encounter, the madness wrought by Touch of Jophiael will subside, and its counter would reset. See "Touch of Jophiael" in the appropriate section. REDLINES • A Templar must be T5 to create a bonfire. This is to say that lower tiers, though being able to benefit from its radius, cannot imbue it themselves. • Brazen Bonfire necessitates that the Radiant Star be marked prior to manifestation. This is to say that, given the focus required to make an accurate depiction, a Templar cannot make this in the midst of combat. • Brazen Bonfire will NOT heal a Templar’s wounds while engaged in combat. • Brazen Bonfire will NOT mend broken bones or heal internal injuries. The wounds capable of being mended include bruises, minor cuts and non-critical stab wounds. This said, Brazen Bonfire IS capable of providing remedy to the Touch of Jophiael and will reset its damage counter outside of a combat scenario. • While in proximity to a Voidal Tear or Hollow, a Brazen Bonfire is incapable of sustaining itself and thus cannot be created or maintained. • Brazen Bonfire will extinguish itself should the casting Templar leave the [5] block radius, the Templar engages in combat, or if someone disrupts it for [3] emotes. Disruption constitutes any freeform means of extinguishing a flame, I.E. smothering it, destroying the fuel source, blowing it out, ETC. • Brazen Bonfire can, at maximum, physically envelop a 1x1 area if standard or a 3x3 area if permanent. This is to say that Brazen Bonfire cannot be used for arson. • Brazen Bonfire cannot be used as a means to detect Dark CAs, and anxiety produced can be simply written off as something else. • Permanent Brazen Bonfires necessitate ST and RO approval, and are indicated by a visible “ST Approved” sign. • Dark CAs CURRENTLY affected include: Nephilim, Frost Witches, Inferi + Naztherak and Undead [Dark-Stalkers + Liches]. New Dark CAs accepted in the future will be included on this list, at the ST’s discretion. [T5] SECOND CHANCE - ACTIVE The way a warrior dies is often more important than the way they chose to live. Though a brave man may experience a lifetime of glory and retire with a belly full of wine, legends are born through sacrifice. A Templar’s tale is no different, and sometimes the odds become seemingly insurmountable. Were there to be a fight of such grave importance that victory was an absolute necessity, a Templar might temporarily mend his wounds for a second chance, enveloping themselves completely with their burning aura. A Templar is thus able to invoke the name of their patron - MALCHEDIAEL, AENGUL OF COURAGE! - and fight as if they have incurred no damage nor fatigue. Too would the Templar be endowed with enhanced strength, akin to that of the next tier. In exchange for this rebirth in fighting spirit, death becomes an absolute certainty for the Templar. For, through victory or defeat, the Templar will fade as ivory wisps into oblivion, forever passed from this world. Spoiler MECHANICS Second Chance requires [1] Emote to Cast: The Templar invokes the name and domain of their Patron, and becomes one with the inner blaze of their courage. In doing so, the Templar will immediately be healed of all of their ailments, their courageous aura manifesting tangibly to replace any severed limbs and to mend traumas. Though fatigue and pain is washed away, the Templar is not endowed with enhanced speed or dexterity. Rather, the Templar will only see a boon in their strength which is enhanced to the next tier. Regardless of the outcome, upon completion of the battle, the Templar will fade away as their courageous spirit cinders away as a maelstrom of burning light. REDLINES: • Second Chance does not enhance the speed or dexterity of a Templar. Second Chance does, however, increase the Strength of a Templar to the next tier, I.E. Human to Orc strength. • Second Chance, upon completion of the combat scenario, will result in the Templar’s soul and body fading away. This constitutes an irrefutable PK. • Templars who die using Second Chance cannot be made into Gravens, Phantoms, Undead, ETC. as their soul is entirely consumed by Malchediael. The Blessed Banner is the testament to a Templar’s courage, and serves as the rite of passage into the annals of the Master Class. Adorned with the sigil of Malchediael - the Radiant Star - the Blessed Banner may be imbued with courageous aura, endowing it with an ability that may be shared between all. These mobile monuments thus serve as a point of rally for those who are willing to fight, and a mark of death for those who would oppose them. Spoiler MECHANICS: A T5 Templar may fashion themselves a Blessed Banner that reflects their warrior spirit. Upon imbuing it with Malchediael’s burning courage, the Banner will become enchanted with a final ability of the Templar’s choice. Prior to imbuement, the Blessed Banner must be smeared with the blood or ectoplasm of an enemy that the Templar had slain within [5] Emotes. The exact enchantments will be explained further below. A Blessed Banner requires [5] Emotes to imbue: The First requires a Templar to to seize the haft of their banner as they draw upon their courageous aura, the Second to manifest from a Templar’s body a holy and blanched flame, the Third to usher the flame forth into the Banner, the Fourth to verbally proclaim the purpose of the banner via a litany of their choice, and the Fifth to hoist the banner into the air as it swells with a radiant, burning light. REDLINES: • A Blessed Banner, prior to imbuement, must be marked with the blood or ectoplasm that a Templar has slain within [5] Emotes. This necessitates the final blow. • A Blessed Banner can physically be of any shape provided that it is clearly visible. This is to say that a Blessed Banner cannot be hidden and must be presented either on the back of a Templar or within their hands. • A Blessed Banner requires an ST Signature. • A Blessed Banner’s size cannot exceed that of a standard Minecraft Banner lest approved through a MArt. • A Blessed Banner must be represented by a standard Minecraft Banner, and in some way include the “Flower Charge” design. The coloring, background, ETC. is left to the Templar’s discretion. • A Templar may only reap the benefits of their own blessed banner. This is to say that Templars cannot “loan” it to one another. • A Templar may only create and wield one Blessed Banner. Though the ability may be changed, doing so results in a [1] OOC week cooldown. Further, changing Blessed Banners necessitates a new banner, new blood and a new imbuing process. • In the event that a Templar wishes to anchor a Blessed Banner’s AOE abilities to a specific area, they may do so, following activation, by securing it into the ground. • A Blessed Banner may be destroyed via Auric Oil submersion, total Burning, and total Shredding, ETC. This is to say that if the Banner is reasonably no longer identifiable, it is destroyed. Further, Thanhium and Null Arcana may disrupt the abilities of Blessed Banners provided that they strike the Banner or the Templar. [T5] BLESSED BANNER: INDOMITABLE BANNER The Indomitable Banner is most often wielded by Templars who wish to inspire others to oppose the forces of darkness. The Indomitable Banner thus proves its utility by endowing those about the Templar’s vicinity with a boon of courage, as well as staying the curses of fear magic. Spoiler MECHANICS: Indomitable Banner’s ability requires [2] Emotes to cast: The First requires a Templar to raise the Blessed Banner into the air, and the Second to recite a litany pertaining to courage. This ability lasts [10] Emotes. Upon activation, an unobtrusive border of white flame would range out in [5] Block radius from the Indomitable Banner. Uncorrupted beings within this [5] Block radius will find themselves adopting the passive ability of “Emboldened”, providing unto them an immunity to fear magics and a desire to meet challenges head on. This enchantment may be cast a maximum of ONCE per combat scenario. REDLINES: • All redlines pertaining to “Emboldened” apply. • All redlines pertaining to “Blessed Banners” apply. • The Indomitable Banner affects only Descendant Races: Humans, Orcs, Elves and Dwarves. This affect is additionally OPTIONAL, and players within the radius may choose to resist the effect. • Dark CAs CURRENTLY unaffected include: Nephilim, Frost Witches, Inferi + Naztherak and Undead [Dark-Stalkers + Liches]. New Dark CAs accepted in the future will be included on this list, at the ST’s discretion. [T5] BLESSED BANNER: VALIANT BANNER The Valiant Banner is most often wielded by Templars who quest alone, and who wish to enhance their combative prowess. The Valiant Banner thus proves its utility by providing the means to cast an additional spell for each of the Templar’s abilities. Spoiler MECHANICS: Valiant Banner requires [2] Emotes to cast: The First requires a Templar to raise the Blessed Banner into the air, and the Second to recite a litany pertaining to willpower. Upon activation, the Templar will be endowed with an extra charge for each of their abilities until the end of the combat encounter. This enchantment may be cast a maximum of ONCE per combat scenario. REDLINES: • All Redlines pertaining to “Blessed Banners” apply. • The Valiant Banner will not remedy fatigue and will ONLY enable a Templar to use each of their abilities an additional time. • The Valiant Banner’s effect does not apply to “Second Chance.” [T5] BLESSED BANNER: RADIANT BANNER The Radiant Banner is most often wielded by Templars who wish to delve into the darkest of dungeons and the deepest of depths. The Radiant Banner thus proves its utility by illuminating the immediate area of a Templar and their allies, as well as warding away dark obscurants a single time. Spoiler MECHANICS: Radiant Banner requires [2] Emotes to cast: The First requires a Templar to raise the Blessed Banner into the air, and the Second to recite a litany pertaining towards light. Upon activation, an unobtrusive border of white flame would range out in [5] Block radius from the Radiant Banner. Within that [5] Block Radius, the area becomes brightly illuminated until the end of the RP scenario. Further, Radiant Banner is capable of clearing dark hazes, such as Deadbreath, for a total of [5] emotes a single time per combat encounter. This enchantment may be cast a maximum of ONCE per combat scenario. REDLINES: • All Redlines pertaining to “Blessed Banners” apply. • The Radiant Banner cannot be used to blind others. • The Radiant Banner can be used, at maximum, a single time to ward away Dark Hazes originating from Dark Magic, such as Deadbreath. This ability does not apply to Smoke Whispers or Voidal Obscurants. The ferocious frenzy of Malchediael’s mind is not isolated to the Aengul of Courage. Per the nature of the soul’s fiery tether, the madness wrought upon by Jophiael too chips away at the mind of a Templar. Were a Templar to be placed in a critical physical state, they will be left vulnerable to this mental affliction go BERSERK. The Templar will be subject to a state of FIGHT over flight as their mind irrationally reaches the conclusion that anyone and everything is out to devour them. Normal citizens will appear as hungering demons from the depths of nightmare, and simple buildings as a prison that would entrap them. The mind deems only one path of survival: to destroy everything in the Templar’s path. As a result, the Templar will begin to lash out at everything and everyone around them with pure intent to kill. Always focused upon the nearest target, the frothing Templar will make no distinction between ally or foe as they wish to vanquish their perceived enemies. The only light amidst the darkness would be that of a fellow Templar, who will appear as a comrade. Alas, any attempt at reasoning by this comrade would fall on deaf ears as the afflicted Templar retains their manic state. The only remedy is thus to slay, knock-out or, if possible, pacify the Templar through the use of magic. A Templar themselves is capable of utilizing a Brazen Bonfire outside of a combative encounter to reset their damage counter and subdue the maddening effects of Jophiael's Touch. Spoiler MECHANICS: To achieve the Touch of Jophiael’s state of madness, a Templar must receive either [5] Minor Wounds, [3] Moderate Wounds or [1] Major Wounds amidst a CRP scenario. Additionally, given Malchediael's relation to Iblees and Corruption, [3] Malflame Burns are capable of instigating the Touch of Jophiael. It is noted that each tier of wound does not stack or add to the other, and thus a Templar could remain sane with, for example, one moderate wound and two minor wounds. Minor Wounds: Scrapes, Bruises and Lacerations. Moderate Wounds: Broken Bones and Punctures.Major Wounds: Impalement, Dismemberment and Mutilation. • The Touch of Jophiael is a Templar’s achilles heel, and thus cannot be mitigated or ignored during any situation. • The Touch of Jophiael, once activated, may only be disabled via a Templar’s death, being rendered unconscious, or through the use of external calming magics. The Templar afflicted with madness CANNOT remedy themself unless utilizing a Brazen Bonfire outside of combat. • Mutilation consists of eye gouging, appendage shredding, nose ripping, ETC. Effectively excessive torture. • Impalement constitutes a truly heavy puncture, I.E. a weapon penetrating through one’s body and/or hitting vital organs. Be smart, not cheesy. • In the event that a Templar is hit with a Blasting Potion, or some other object that inflicts multiple lacerations per its effect, it will count as a single wound with respect to its severity for the sake of balance. Templars are capable of achieving feats of great heroism, but also of terrible horror. Should a Brother Templar be led astray from a virtuous or courageous path, a Master Templar may invoke Victor’s Justice as a means of severing the tether between Malchediael and the Templar in question. Upon the invocation, two Templars - the Accuser and the Accused - will enter an enclosed arena of combat, the arena’s area marked by a barrier of swirling white flame. A duel commences between the two; the Accused determines the means of combat and the Accuser determines the weapon that shall be used. Should either party achieve victory, the Victor will be able to cleave at the soul of their fallen enemy, severing the connection. This severance may be a temporary period of two years [2 OOC Weeks] or entirely. A Templar would be wise to treat their opponent with honor, however, for execution within this ring is an egregious, albeit legal taboo. Should a Templar’s blessing be stripped in such a manner, they will become overridden with a sheepish dread, lacking the motivation to protect themselves and fight back for a duration of one year [1 OOC Week]. Spoiler • Victor's Justice may only be invoked by a T5 Templar in an area suitable for a fair duel, such as an arena, flat field, city square, ETC. The location of the duel may take place anywhere provided that both parties agree OOC. • Victor’s Justice encompasses an [15x15] Block area and will only allow for the dueling Templars to remain within. Any outsider who would attempt to bypass the barrier through physical or magical means will find no success. The barrier will subside after the victorious Templar determines the method of severance. • If the Blessing of Malchediael is suppressed temporarily, it will remain inactive for a period of [2] OOC weeks and must be noted on the Templar’s MA. • In the event that a participant has to leave for OOC purposes, the duel must be rescheduled and recommenced lest they automatically forfeit. • The Challenged may not decide upon a means of combat that is gimmicky, I.E. “Guess what I’m thinking of!”. It is intended that the method of the duel be something akin to a Joust, a Melee, or some other combative challenge. Should both parties agree to OOC, the duel may be of any medium (even Yu-Gi-Oh!). • The Challenger will decide the weapons used for the combative challenge, and both parties will engage in battle with identical loadouts of a mundane variety. This is to say that the accuser cannot say “Carbarum Swords”, given the rarity of the material. Should both parties agree to OOC, custom and differentiated kits may be utilized. TIER ONE [Weeks 0-1] The Templar feels Emboldened and may harness their burning and courageous aura to emit light. The newly ordained is subject to pain and the lingering Touch of Jophiael. TIER TWO [Week 2] The Templar is able to evoke their courageous aura as a flash of burning light, and manipulate fire to depict the legends they wish to orate. TIER THREE [Week 4] The Templar discovers that their weapon becomes enwreathed with Holy Fire and that they can recall it to their hands. They also learn to communicate with other Templars via manipulated flame. TIER FOUR [Week 8] The Templar learns to imbue their instruments of war for defense with their holy courage, and how to repurpose and purify the severed heads of slain monsters. TIER FIVE [Week 12] The Templar learns to evoke their holy courage for a vigorous attack, as well as how to manipulate the flame for the purposes of healing. Too does a Templar finally become eligible for crafting a Blessed Banner of their own, as well as learning the means to pass on the Blessing of Malchediael. PURPOSE Templarism since its initial implementation, has gone through a series of growing pains. Originally a meager and flavorful buff to the adventuring archetype, Templarism has since blossomed into a Holy Magic of its own niche - that of the Holy Crusader, and is hosted by a community of healthy size. It is the intent of this rewrite to provide unto the Templars of current, and the future, a depth of roleplay by providing a better aesthetic, reworking clunky abilities, and providing a significant drawback in the form of “The Touch of Jophiael”. I have opted for the “White Fire '' aesthetic; it serves as an interesting and subtle tie-in to the Iblees and Naztherak. CITATIONS: CREDITS: ➙ Chase for the original lore - It’s based. ➙ Zarsies/Matt for the backfaced Celestine post - It's based. ➙ Shady for peer review/ideas. ➙ Wowj for peer review/ideas. ➙ FunTzu for peer review/ideas. ➙ xMuted for peer review. ➙ MalchediaelVult for peer review. ➙ Dingo for clarifying things with Malchediael. CHANGELOG: Spoiler 4th of December, 2023 - Dauntless Charge added to Main Lore and Guide. - Blessed Banner: Added a 5 emote period where a Templar can smear the blood/ectoplasm of an enemy onto their banner. - Blessed Banner: Clarified that they required ST Signature. This was an oopsie to omit in the first place...ST FEEDBACK CHANGELOG: - Clarified that knowing the connection ritual would require an update to an MA unless a Templar already has a TA. - EMBOLDENED: Clarified that parting with one's weapon willfully (such as forfeiture) will result in the same degree of shame as cowardice. - ENTHRALLING RECOUNT: Added the redline "The Flames are a purely visual depiction of events, and specific details within the fire are left vague as to prevent Metagame." - FERVENT FLARE: Clarified that Deadbreath cannot be outright "cleared" unless the Templar is T4 or higher, and that Fervent Flare instead makes standard Dark Hazes more transparent as to permit the other debilitating effects of the Dark Haze. - FURIOUS FLAME: Clarified that willfully disarming yourself or changing a weapon will result in Furious Flame's termination. Also clarified that, in the event of Disarming, the spell "Bound Armament" ensures that Furious Flame remains active. Added the ability to utilize the resummoning mechanic of Furious Flame to imbue a SECOND weapon after [5] emotes for the sake of dual wielding (not shields!). - Radiant Rumination: Clarified that a Templar has to cast the spell on the receiving end as well to receive the message. - TROPHY: Added the redline "Trophy's imbuement will rob the Trophy of its personable features. This is to say that players cannot metagame the identity of the source of the Trophy under normal circumstances. In the event a Dark CA wishes to PK after being slain, they may consent to having their harvested Trophy retain their character's identifiable features. Please do not attempt to pressure Dark CAs into PKing." - VIGOROUS BLOW: Clarified that Vigorous Blow's projected wave can only strike 3 targets at any given time, and that obstructions can tank the attack to protect people behind it. - BRAZEN BONFIRE: Clarified that a temporary Bonfire will extinguish should a Templar engage in combat. Also clarified that Disruption can constitute any means of extinguishing a flame, I.E. smothering and so on. Additionally clarified that Brazen Bonfire will subside the effects of Touch of Jophiael outside of combat, and clarified that while in the presence of Voidal Tears or Hollows, a Brazen Bonfire cannot be made. - BLESSED BANNERS: Clarified how one may destroy and disrupt a Blessed Banner. With regards to Indomitable Banner, also included a Redline which permits people to resist the courageous boon offered. - TOUCH OF JOPHIAEL: Added a Weakness to Malflame where [3] Maflame burns will instigate Jophiael's Touch. Clarified that, outside of combat, a Templar may use a Brazen Bonfire to reset the damage counter and deactivate the maddening effects of Touch of Jophiael. Clarified that B-Pots cannot auto put someone in Touch of Jophiael by virtue of concussive damage + numerous glass shards. 39 Link to post Share on other sites More sharing options...
Reckless Banzai Screamer 11953 Share Posted July 19, 2023 8 Link to post Share on other sites More sharing options...
Valannor 6347 Share Posted July 19, 2023 How do you intend to handle the matter of the population of Druidic Templars given you've entirely cut their compatibility? This would even disconnect such individuals as Bhased, the writer of the current gen of templar, from the magic. 13 Link to post Share on other sites More sharing options...
Shadow2k 501 Share Posted July 19, 2023 BABE WAKE UP NEW TEMPLAR REWRITE DROPPED 4 Link to post Share on other sites More sharing options...
Islamadon 4546 Author Share Posted July 19, 2023 39 minutes ago, Valannor said: How do you intend to handle the matter of the population of Druidic Templars given you've entirely cut their compatibility? This would even disconnect such individuals as Bhased, the writer of the current gen of templar, from the magic. The unfortunate truth is that Druidic Templars are a paradox in that they hold multiple deific connections, when Malch would more than likely say "no lol". Its an answer that's blunt but compatibility doesn't make sense, and there really isn't a solution aside from saying "make a choice". EDIT: My prior comment is my "proactive" solution, as in - its how we'd have to handle it in the future. But as a "reactive" solution, IDM letting the current people keep their compatibility like the recent Kanidrazi situation. They'll just be apparitions. 27 Link to post Share on other sites More sharing options...
Demented_Delila 1142 Share Posted July 19, 2023 I'd like to make one recommendation, rather then this being a three-slot magic, why not a two-slot magic? This current rewrite has about the same amount as say, Witch Doctor or Farseer, which are both two-slots each. If we had an extra feat or something we could obtain, similar to Paladin's Blessed Armaments, I could see it being a three-slot magic overall. 7 Link to post Share on other sites More sharing options...
Islamadon 4546 Author Share Posted July 19, 2023 3 minutes ago, Demented_Delila said: I'm not against it, It's just that everyone I spoke with said Three. Three feels right to me, IMO, given that I think it should be a main magic that isn't so easily stacked. If more people insist on having it be 2 slots I don't mind, it's a hill I don't care to die on... 4 Link to post Share on other sites More sharing options...
Demented_Delila 1142 Share Posted July 19, 2023 2 minutes ago, Islamadon said: I'm not against it, It's just that everyone I spoke with said Three. Three feels right to me, IMO, given that I think it should be a main magic that isn't so easily stacked. If more people insist on having it be 2 slots I don't mind, it's a hill I don't care to die on... I absolutely get that; I know based on this and on the previous iteration, there are few magics you can actually cross with Templarism. The ones you can blend without crossing redlines are Misc Magics like Bardmancy or Housemagery. 2 Link to post Share on other sites More sharing options...
Werew0lf 12096 Share Posted July 19, 2023 1 hour ago, Islamadon said: ➙ Dingo was enjoying the read until i got to this part -1 hope it gets denied tbf 13 Link to post Share on other sites More sharing options...
SimplySeo 5284 Share Posted July 19, 2023 I like The Touch of Jophiael a lot but I def think it should only last a certain amount of time, and either have the Templar completely drained or straight up K/O'd when it runs out (akin to the mythical berserkers), rather a complete rage-train with no breaks. After all, if the ToJ triggers but the Templar still wins the encounter, what then? Thats pretty much my only concern though, I think the rest of it is perfect 8 Link to post Share on other sites More sharing options...
warlord of filth 7723 Share Posted July 19, 2023 8 minutes ago, MalchediaelVult said: ToJ makes Templars have depth, and I think a time limit can be attributed to literal exhaustion akin to a shot of adrenaline. your “time limit” could be passing out after going berserk mode honestly the coolest feature of this spring cleaning and I wish other magics would look at their own and come up with creative drawbacks to using their magic 6 Link to post Share on other sites More sharing options...
SimplySeo 5284 Share Posted July 19, 2023 3 minutes ago, warlord of filth said: ToJ makes Templars have depth, and I think a time limit can be attributed to literal exhaustion akin to a shot of adrenaline. your “time limit” could be passing out after going berserk mode honestly the coolest feature of this spring cleaning and I wish other magics would look at their own and come up with creative drawbacks to using their magic yeah thats sort of what I meant I agree that ToJ is a v good drawback 3 Link to post Share on other sites More sharing options...
Islamadon 4546 Author Share Posted July 19, 2023 47 minutes ago, MalchediaelVult said: I like The Touch of Jophiael a lot but I def think it should only last a certain amount of time, and either have the Templar completely drained or straight up K/O'd when it runs out (akin to the mythical berserkers), rather a complete rage-train with no breaks. After all, if the ToJ triggers but the Templar still wins the encounter, what then? Thats pretty much my only concern though, I think the rest of it is perfect I guess my take would be that, given the wounded state a Templar would need to be to enter ToJ, they could naturally pass out from injuries. Alternatively I think it’s hilarious if you’ve a frothing rabid Templar going around rdm’ing people and being in need of pacifying 7 Link to post Share on other sites More sharing options...
xMuted 2475 Share Posted July 19, 2023 I like alot of this rewrite, a ton even. There are some points I disagree with and some I feel need more explanation.THE GOOD: Spoiler -All of the aesthetics, the white fire especially. -The changes to Rumination Reflection, now it fits with the kit. -The change from one magic slot to three. (Rip the druid templars, I feel like they should be able to remain though.) -Everything I am not putting in the other sections. -We now have a drawback. I AM A BIT CONFUSED: Spoiler -Sadly, all of the dogma in this current iteration still seems a bit up to interpretation in my opinion. -Vigorous Blow. With this current range, you explain it as a 'wave', but I am still a bit confused with how that works, can you jump this wave, does this mean if you are in the 4x3 range you are automatically swung by a heavy hammer? Where does it hit? If i Vigorous Blow at your chest, does that mean the heavy hammer swing hits there? What does a 'heavy hammer' mean, a heftier Bob the builder's hammer? A one-handed battle hammer? or a full on warhammer? If I have a Carbarum weapon, why would I ever Vigorous Blow at point blank instead of just stabbing them thrice. I agree with the over-reliance on Vigorous Blow for Templars, but I feel like nerfing it is justified, but we do not get anything back. I will cover this more on what I dislike. PERSONALLY, NOT A HUGE FAN. Spoiler -We nerfed Vigorous Blow because of our over-reliance on the spell, which is justified. However, in my opinion we relied on it quite a bit because it was our ONLY offensive spell, these changes are nice but now we are lacking a spell that is reliable for one-target attacks. I would personally not limit the movement speed whilst charged, and allow us to combo the attack on a singular target, and have them be affected by whatever strength your weapon is, and have the heavy hammer hit afterwards, after your normal attack. Now in close up melee range, I would not do anything else then regularly attack, and in groups I would now be a liability due to the Touch of Jophiael. I would like to see an extra offensive option now that Vigorous Blow got nerfed, which I feel would be justified due to the drawback that The ToJ is, and the fact that we now take up three-magic slots. -Fervent Flare changes. I have never participated in a CRP where Burst Body was overbearing, and overly strong. Nor have I ever heard people complain about it when I CRP'ed with them using it. I do not feel it deserved the huge nerf that is an extra emote-count. -Touch of Jophiael. I agree with the fact we now have a drawback, however it feels a bit too much for me, especially as someone that often participates in big group CRP's. TLDR: I do not mind many changes, but with the nerfs I feel as though this makes us a bit too much of a liability in group fights, without enough reward to back it up. Especially since our only offensive option got nerfed, and can now hit allies without us getting a single-target option in return, however I am a huge fan of everything else, especially the new aesthetics, they seem awesome.If anyone wants me to elaborate more, feel free to ask in DMs. 8 Link to post Share on other sites More sharing options...
SoulReapingWolf 2258 Share Posted July 19, 2023 2 hours ago, Islamadon said: I'm not against it, It's just that everyone I spoke with said Three. Three feels right to me, IMO, given that I think it should be a main magic that isn't so easily stacked. If more people insist on having it be 2 slots I don't mind, it's a hill I don't care to die on... From what I remember of the Loregames and the [Redacted] era 1 slot was roughly 10 spells or something like that, but I don't know if that is just an outdated thing. Link to post Share on other sites More sharing options...
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