𝑓𝑖𝑙𝑖𝑎𝑙𝑠 820 Popular Post Share Posted November 8, 2024 At the dawn of sunlight, the Seraph-God Eshtael dutifully maintained the balance of all of creation to create a stability of good and evil, of light and dark. With impunity and indiscrimination, she removed those that grew strong enough to threaten this balance. Her valiant chains of white light bound and trapped all those who could one day come to bring change upon the stability that she so diligently maintained. Her siblings in the heavens grew to despise her, as Eshtael became a barrier to their growth. On many occasions, Eshtael allowed what others in the heavens would consider grave atrocities to occur. From the attempts of the now-sundered Gazardiel to reset the world, to the escape of the likes of Iblees and Azdromoth from her bindings, to even the death of the once Aengul of Order, Xan. Eshtael fights not for good nor for evil, but to maintain a state of equal balance between both. As the heavens shake with outrage and change, The Seraph-God now hides away in her domain, the Bastille, fearful and anxious of her siblings’ wrath. She remains twisted by this fear yet still stands dutifully to her mission—instead sending her seraphs to threats of imbalances to seal away the unnatural that attempt to dissuade the balance of the heavens. Spoiler REDLINES ☰ Seraph is a three [3] slot deific magic, and upon being disconnected these slots will not be refunded. ☰ Seraph is incompatible with all other deific, voidal, and dark magics (excluding seer). ☰ Seraph is incompatible with all transformative CAs. ☰ Seraph is incompatible with the Corcitura FA, Cursed Children FA, Vivification FA, and Heraldry FA. ☰ Seraph is incompatible with any race other than the Descendent Races: Humans, Orcs, Elves and Dwarves. Half-races are compatible so long as both races are one of these Descendent Races. ☰ Seraph is compatible with Klones, so long as they are of the Descendent Races: Humans, Orcs, Elves and Dwarves. Half-race Klones are compatible so long as both races are one of these Descendent Races. The balance of the heavens is the delicate fight between good and evil, right and wrong. One does not exist in the absence of the other. Seraphs work to maintain this balance on the mortal plane. They do not blindly fight evil for the sake of honor, justice, or a righteous cause, nor do they seek to commit needless violence or harm upon others for the sake of evil, or to further the actions of one side or another. Those who commit good do so because it is their purpose within the heaven’s balance, just as it is the purpose of those who commit evil to do so according to the heaven’s balance. The Seraphs do not exist to stifle the innate purposes that either side was created to accomplish, but to ensure that no one side grows strong enough to completely eradicate the other. When a force grows too strong and offsets this delicate balance, Eshtael’s Seraphs are there to right the upset. With impunity and harsh judgment, they are to keep upon the mortal plane what is meant to be there and remove the forces upon the mortal plane that are not meant to be there, such as inferi, voidal horrors, and beings of the heavens who descend to the mortal plane. The connection of a Seraph is a grand event, as one commits their dedication to the Balance and the virtues that Eshtael embodies. Should a Seraph find one such person who they believe has the ability to commit to such a path, they can choose to share Eshtael’s valiance with another. Spoiler MECHANICS The nature of the connection is largely freeform and up to the discretion of the Seraph performing the sacrament. However, the following core aspects should occur over the course of at least five [5] emotes: The Seraph that wishes to share Eshtael’s valiance with the aspirant will form with their holy light a scale, upon which one side holds an abstract depiction of the aspirant's merit or worth, the other is empty—causing the scales to start off unbalanced. In order for the aspirant to become eligible to be connected, they must balance the weight of the scale. In order to balance their scales, the aspirant must receive a total of three [3] feathers which are a condensed form of Eshtael’s holy valiance, from one [1] or more Seraphs. These feathers will be placed upon the empty side of the scale, slowly balancing out the weight upon the scale. A Seraph may gift the aspirant a total of one [1] feather per set of wings that they have. The Seraph that initially gifted the aspirant their scale may contribute to the feathers upon it, but is not required to. Once the aspirant receives three [3] feathers and their scale becomes balanced, they must return to the Seraph who gifted them the scale initially, and the Seraph may embed the gathered amount of Eshtael’s valiance within the aspirant in a blinding burst of light as their form is flooded with her valiance, bursting out of their form upon their back in a pair of glowing white bird-like wings. An otherworldly and strange feeling of anxiety and fear follows this surge of overwhelming heavenly light that embeds itself within the aspirant. For two [2] OOC weeks following connection, the Seraph’s emotions become turbulent and unpredictable—overcome with anxiety and feeling as though they are no longer one with their form as their mind and body adjust to the new power within them. These feelings leave them unable to reach their Equilibrium during high-emotion or tense situations, such as combat, until the raw feelings of Eshtael’s blessing become more familiar to them. REDLINES ☰ OOC and IC consent is required to connect a Seraph. Should the connection sacrament be performed on an unwilling participant, it will have no effect and fail. ☰ This sacrament can not be performed during combat. ☰ The wings must be spectral wings of light akin to bird wings and may not be demonic, draconic, or bat-like. Seraphs only gain one [1] set of wings upon connection. These wings are not corporeal and may not be used to fly. ☰ The Sacrament of Flight must be taught to a tier five [5] Seraph prior to applying for a TA. It cannot be inferred or observed passively. This sacrament must be marked on the Seraph’s MA prior to making a TA. ☰ The feathers that are gifted must be represented by player-signed feathers, which are bound to the Seraph they are gifted to and are unable to be stolen. ☰ A Seraph may only gift the same aspirant one [1] feather per set of wings that they have, though there is no inherent cooldown or limit to the amount of aspirants that they may gift feathers to. ☰ These feathers should not be given out freely or as a form of nepotism—rp must be done to receive a feather. [T1] [PASSIVE] EQUILIBRIUM is the state that a Seraph must reach in order to perform the valiant miracles and spells that a Seraph has access to. A mortal descendant is not a perfect vessel for Eshtael’s valiance and must work to properly balance the great boon that has been gifted to them, lest it overwhelm their mind. Spoiler MECHANICS Equilibrium is the state that a Seraph must reach in order to perform the spells that they have access to. In order to maintain Equilibrium, a Seraph must alternate between light and valiant spells. The typing of the spell is clearly marked in the spell’s information. Should a Seraph cast two light spells consecutively or two valiant spells consecutively, then they will be stunned on the following turn for one [1] turn, unable to move or act, as they fall out of Equilibrium and are instead overcome by the fear and anxiety that caused Eshtael to lock herself away in the Bastille. This resets at the end of every encounter. Seraphs may only utilize Eshtael’s valiance to cast spells if they have a valid physical casting implement to do so, as outlined in ‘The Bonds of Eshtael’ section. Having to reach their Equilibrium in order to cast spells is taxing on the form, and as such, a Seraph may only reach their Equilibrium in order to cast a certain number of spells within a twelve [12] hour period, which is determined by the Seraph’s tier, as is outlined in the ‘Tiers’ section. A Seraph can only cast spells if they have a valid physical casting implement to do so, as is outlined in ‘The Bonds of Eshtael’ section. ☰ Tier 2 : Two [2] spell casts per twelve [12] hours. ☰ Tier 3 : Four [4] spell casts per twelve [12] hours. ☰ Tier 4 : Six [6] spell casts per twelve [12] hours. ☰ Tier 5 : Eight [8] spell casts per twelve [12] hours. When A Seraph has casted more than half of their total amount of spell casts, fear and anxiety will begin to eat at their mind, sowing doubt in their capabilities, and as such they can only move a total of three [3] meters while charging or casting a Seraph spell for the rest of the encounter. Should a Seraph attempt to cast while at their limit, their mind will instead be racked with unmitigated fear as they fall out of their Equilibrium, and as such they will be completely unable to fight back in any regard and will only seek to flee or cower for the rest of the encounter. Additionally, when a Seraph reaches their Equilibrium in order to cast any sacraments or spells, they must be accompanied by an appropriate magical tell. This tell must be spectral feathered wings of white light. The wings must be akin to bird wings and may not be demonic, draconic, or bat-like. These wings are neither fully functional nor corporeal and thus may not be used to fly. REDLINES ☰ Seraph spells have two types; light and valiant. Each spell has their type clearly marked. Should a Seraph cast two light spells consecutively, or two valiant spells consecutively, then they will be stunned on the following turn for one [1] turn, unable to move or act. This resets at the end of every encounter. ☰ All Seraph spells must be casted with an appropriate magical tell, with spectral wings of glowing white light that sprout from one’s back. The wings must be akin to bird wings and may not be demonic, draconic, or bat-like. Seraphs only gain one [1] set of wings upon connection. These wings are not corporeal and may not be used to fly. ☰ A Seraph’s wings must display during the connection, charge, and casting emotes of every spell. Seraph spells may not be ‘stealth’ casted. ☰ A Seraph must stabilize themselves emotionally in order to reach their Equilibrium before every spell they cast, this emote of reaching their Equilibrium is considered the connection emote. ☰ Seraphs are able to move and commit actions while charging Seraph spells without any hindrance, unless otherwise specified. [T1] [PASSIVE] THE MANTLE OF THE FIRST SKY The emotional weakness of being connected to Eshtael’s valiance leaves a Seraph prone to having a more difficult time balancing their inner sense of self and separating their own emotions from the anxiety that tinges the blessing that overflows from their form. As such, they are extremely susceptible to magics that affect their emotions—unable to reach their own inner Equilibrium while affected by these external sources. A Seraph also passively produces their strong emotions within a small area around them, which other Seraphs are inherently aware of. Spoiler MECHANICS Seraphs are susceptible to magics that affect their emotions, and their effects will become more pronounced upon a Seraph. For example, where a cursed item may incur mild anxiety, it would instead cause a deep-seated sense of paranoia and fear within the Seraph. The extent and nature of the severity depends on the effect, and is left to the discretion of the Seraph. When in combat, If a Seraph comes under an ability that affects their emotional state, then they will fall out of Equilibrium and will not be able to reach their Equilibrium in order to cast spells for a period of three [3] emotes. Seraphs produce their strong emotions within a four [4] meter radius to other Seraphs within the area, unable to truly mask their state of being from other Seraphs near them. Seraphs with weak wills may find it difficult to find the line of where their emotions end and the emotions of those Seraphs around them begin, and as such may make it harder for them to find their own Equilibrium during situations with elevated emotions. This may cause strong emotions to more easily spread from Seraph to Seraph, such as despair or outrage, as they are in the end, all bound together by Eshtael’s valiance, and a shared goal, reiterated in a more literal sense and a constant reminder. REDLINES ☰ When in combat, If a Seraph comes under an ability that affects their emotional state, then they will fall out of Equilibrium and will not be able to reach their Equilibrium in order to cast spells for a period of three [3] emotes. ☰ This mental weakness does not apply to things that affect physical sensations such as pain or hunger. ☰ Magics that affect one’s emotional state include but are not limited to: Shamanism’s Witch Doctor Maledictions, Templarism’s Indomitable Banner, Mysticism Hexes, Wight’s Wail, Azdrazi Imbued Roar, Blood Magic Ensorcell Flesh, Necromancy Pale Curses, Bardmancy Emotion Wisps and Summon Emotions, Demi-Djinn Emotion Manipulation, and Seer Sowing and Cultivation. ☰ Seraphs produce their strong emotions within a four [4] meter radius to other Seraphs within the area, unable to truly mask their state of being from other Seraphs near them. A Seraph may choose what constitutes an emotion that is strong enough to be projected in this manner, and is not required to emote this tell all the time. ☰ Although Seraphs are more vulnerable to the emotions around them, this ability cannot be used to sway another Seraph’s actions, and emotions can not be forced upon another Seraph. This ability can not create an emotion within another Seraph that didn’t already exist in some capacity. ☰ This effect only conveys emotions, and a vague sense of one’s mental state, such as being happy, excited, agitated, worried, depressed, or stressed. This effect can not convey thoughts or words to another Seraph. ☰ Utilizing this ability in bath faith to force certain actions or emotions upon another Seraph is grounds to have their MA stripped and be blacklisted from the magic. [T1] [PASSIVE] THE ABJURING WEAKNESS of being connected to Eshtael’s valiance leaves a Seraph vulnerable to sources that would disconnect them from their magic, as their wings flow freely when they have reached their Equilibrium. To have their wings severed by null-magic would bring a Seraph agonizing pain, akin to having them ripped from their body. They will then fall out of their Equilibrium and are instead overcome by fear and anxiety. Spoiler MECHANICS Seraphs are susceptible to abjuring sources. When an abjuring force passes through a Seraph’s wings, or if they are directly stabbed with an abjuring force, then they fall out of their Equilibrium, and are unable to reach it again for a period of three [3] emotes. This causes an agonizing pain akin to having the wings ripped from their body, and aggravates the anxiety and fear that eats at the back of their mind. The extent and nature of the severity of the mental impact is left to the discretion of the Seraph. REDLINES ☰ If the wings come into contact with any abjuring force, or if they are directly stabbed with any abjuring force, then the Seraph will fall out of their Equilibrium, and are unable to reach it again for a period of three [3] emotes. ☰ For the sake of abjuring, the wings are equivalent in spell tier to the tier that the Seraph is. So a tier five [5] Seraph’s wings would count as a tier five [5] spell for the purpose of abjuring. [T1] [ITEM] THE BONDS OF ESHTAEL are holy chains which have been imbued with Eshtael’s valiance, and are the implement through which a Seraph casts their spells. This allows them to more finely utilize the vast font of Eshtael’s valiance within them. These chains will always have a white glow. They will typically wrap about one of the Seraph’s arms, or may float in some aspect near their person. Spoiler MECHANICS The Bonds of Eshtael are metal chains which have been imbued with Eshtael’s valiance. If the metal used to make these chains had any properties prior to imbuement, then those properties will be lost through the creation process. The chains themselves can take on a wide variety of appearances, so long as they are distinctly chain-like. In order to create these Bonds, first one must go through the process of forging the chains. Once the chains have been forged or acquired, the Seraph must then reach their Equilibrium in order to imbue Eshtael’s valiance within the metal. This process will create a burst of light, bright enough to temporarily blind when looked at directly. Once the metal takes to the imbuement, the metal will have an innate white glow, and can float about the Seraph’s form as an extension of themselves. REDLINES ☰ A Seraph can make multiple Bonds, though only one [1] every one [1] OOC week. ☰ The Bonds can be made out of most metal, however whatever metal is used will always lose its properties if it had any properties prior to the imbuement. Metals that are incapable of being enchanted are unable to be imbued in this manner. ☰ The imbuement process causes the metal to become slightly more brittle. Bonds always have the durability and strength of ceramic, and can sustain three [3] blunt attacks directly to the chains before shattering. ☰ The Bonds can be destroyed or removed from a Seraph’s possession just as most other pieces of equipment can. The Bonds may not be ‘chained’ to one’s form, should a person tug upon the chains then they would easily be pulled away and effectively disarmed, unless some other means were used to prevent the chains from being taken. ☰ The Bonds can have flavorful heavenly qualities, such as glowing or floating. The various chain spells that Seraphs have access to can be flavored as spectral extensions of these Bonds. However, these qualities are strictly for flavor and can not be used to provide any advantage in combat. These qualities can not be used to hurt or blind another in any capacity. ☰ In order for a Bond to be considered valid, they must be ST signed and include the ‘Significant Magical Item’ tag. These can be created by opening an SREQ with the required roleplay and item to be signed. TIER ONE [Immediate Post-Connection] | Maximum Spell Casts: 0 Spells: Sacraments: Mantle of the First Sky, Bonds of Eshtael Forging, Sacrament of Chains, TIER TWO [Two [2] OOC Weeks Post-Connection] | Maximum Spell Casts: 2 Spells: Calling Chains, Prayer: Striking Sacraments: The Gift of Sharing, Sacrament of Consecration, TIER THREE [One [1] OOC Month Post-Connection] | Maximum Spell Casts: 4 Spells: Prayer: Smiting, Tempt With Flight, Sacraments: Mantle of the Second Sky, Sacrament of Greater Consecration, Sacrament of Binding TIER FOUR [Two [2] OOC Months Post-Connection] | Maximum Spell Casts: 6 Spells: Aura of Denial, Bastille’s Gate Sacraments: Sacrament of Shackles, Sacrament of Limitation, Sacrament of Greater Binding TIER FIVE [Three [3] OOC Months Post-Connection] | Maximum Spell Casts: 8 Spells: Aura of Penance, Prayer: Exaltation Sacraments: Sacrament of Flight, Sacrament of Falling, Mantle of the Third Sky, Sacrament of Sealed Creation CALLING CHAINS [T2] [2 Emotes: 1 Connection + 1 Cast] [Type: Valiant] (Combative / Active) A Seraph may call forth a spectral chain, either in their hand or near their person, which shoots forth to attempt to drag a nearby person towards them. Spoiler MECHANICS A Seraph may call upon Eshtael’s valiance in order to have a spectral chain shoot out with the same speed and trajectory of a thrown weapon, and have a range of eight [8] meters. Upon striking a person, these chains will wrap about them to drag them up to two [2] meters directly towards the Seraph. The first emote should start with the Seraph’s spectral wings appearing as they reach their equilibrium, and chains forming out of glowing white light either in the Seraph’s hand or floating about their person. The second emote should be the chains shooting forwards to wrap about a person and drag them towards the Seraph. REDLINES ☰ Calling chains can only reach up to eight [8] meters, and upon striking, will drag the person hit by two [2] meters directly towards the Seraph, unless they are of olog strength or stronger, in which case they may resist the pull of the chains and move without resistance. ☰ The spectral chains can not be used to choke someone, they will wrap about a person's arm or leg in order to drag them towards the Seraph. ☰ Calling chains may target people who are vertically above or below the Seraph, so long as they are within an eight [8] meter range horizontally and ten [10] meter range vertically. ☰ These chains may not phase through people or objects, they will wrap about the first person that is struck in their path. PRAYER: STRIKING [T2] [3 Emotes: 1 Connection + 1 Cast] [Type: Light] (Combative / Active) A Seraph may call forth a Prayer, which is a spectral version of the Seraph that serves as a stalwart guardian of its immediate area and is unable to move. When a Striking Prayer is roused to act by nearby movement, it will attack the one who triggered it with their chains, and knock them back, before dissipating. Spoiler MECHANICS A Seraph may call upon Eshtael’s valiance in order to create a Striking Prayer, which is a spectral version of the Seraph that holds chains within its hands, made of glowing white light. A Prayer can not move from the position in which it is created, and can not take any actions outside of what is specified below. Should a Prayer not be roused to action, it will stand motionless akin to a statue. Those who move at least one [1] meter within a one [1] meter radius of the Striking Prayer will cause it to rouse to action, lashing out with its chains at the one who triggered it. The attack carries blunt force akin to a strike from a heavy warhammer, and will knock back the person who was attacked by two [2] meters. The first emote should start with the Seraph’s spectral wings appearing as they reach their equilibrium. The second emote should be the formation of the Prayer as a spectral version of the Seraph made out of light with a chain held in its hands. REDLINES ☰ A Prayer is always a spectral copy of the Seraph, made of glowing white light, which is considered to be one [1] meter wide and two [2] meters tall for the purposes of combat. A Prayer can only be summoned within an eight [8] meter range and line of sight of the Seraph. ☰ A Seraph may only have three [3] Prayers of any kind created at the same time. Should a Seraph already have three [3] Prayers created and wish to create a new one, then they are able to dissipate an existing Prayer at will in order to create a new one. ☰ Prayers can not move or commit any actions on their own outside of what is specified in the spell. Prayers are traps, not independent or dependent combat summons. ☰ Prayers last until they have been roused to act, or until the end of the encounter. Rousing a Prayer to act will cause it to dissipate afterwards, and a new Prayer will need to be created. If a Prayer is struck with any abjuring force, it will dissipate. Attacks that lack any abjuring force will pass through the Prayer. ☰ Prayers can not be created and roused to act in the same emote. ☰ A Prayer can only be roused to act by the movement of a player character, a mount, a combat pet, a combat summon, or event characters, unless otherwise specified by ST discretion during events. A Prayer is roused to act when someone moves at least one [1] meter within a one [1] meter radius of the Prayer. ☰ If a Seraph is the one who roused the Prayer to act, then the spectral version of the Seraph will instead attack the nearest person who is not a Seraph within a three [3] meter range and line of sight of the Prayer, producing the same effects. ☰ If one is of Olog weight or larger then they will be staggered instead of knocked back. ☰ It is recommended to denote where one is placing a Prayer with a sign or a boat. PRAYER: SMITING [T3] [2 Emotes: 1 Connection + 1 Cast] [Type: Valiant] (Combative / Active) A Seraph may call forth a Prayer, which is a spectral version of the Seraph that serves as a stalwart guardian of its immediate area and is unable to move. When a Smiting Prayer is roused to act by nearby movement, it will lift its hand to point at the one who triggered it, and mark them, before dissipating. Spoiler MECHANICS A Seraph may call upon Eshtael’s valiance in order to create a Smiting Prayer, which is a spectral version of the Seraph that clasps its hand together in prayer, made of glowing white light. A Prayer can not move from the position in which it is created, and can not take any actions outside of what is specified below. Should a Prayer not be roused to action, it will stand motionless akin to a statue. Those who move at least one [1] meter within a one [1] meter radius of the Smiting Prayer will cause it to rouse to action, one hand lifts to point at the one who roused it and marks their form with glowing white sigils forged of Eshtael’s valiance. Those who are marked must choose, upon being marked, one [1] of these three options; movement, attacking, or defending. Those who are marked will be unable to perform the chosen action for two [2] turns. The first emote should start with the Seraph’s spectral wings appearing as they reach their equilibrium. The second emote should be the formation of the Prayer as a spectral version of the Seraph made out of light with its hands clasped together in prayer. REDLINES ☰ A Prayer is always a spectral copy of the Seraph, made of glowing white light, which is considered to be one [1] meter wide and two [2] meters tall for the purposes of combat. A Prayer can only be summoned within an eight [8] meter range and line of sight of the Seraph. ☰ A Seraph may only have three [3] Prayers of any kind created at the same time. Should a Seraph already have three [3] Prayers created and wish to create a new one, then they are able to dissipate an existing Prayer at will in order to create a new one. ☰ Prayers can not move or commit any actions on their own outside of what is specified in the spell. Prayers are traps, not independent or dependent combat summons. ☰ Prayers last until they have been roused to act, or until the end of the encounter. Rousing a Prayer to act will cause it to dissipate afterwards, and a new Prayer will need to be created. If a Prayer is struck with any abjuring force, it will dissipate. Attacks that lack any abjuring force will pass through the Prayer. ☰ Prayers can not be created and roused to act in the same emote. ☰ A Prayer can only be roused to act by the movement of a player character, a mount, a combat pet, a combat summon, or event characters, unless otherwise specified by ST discretion during events. A Prayer is roused to act when someone moves at least one [1] meter within a one [1] meter radius of the Prayer. ☰ When a Smiting Prayer is roused to act it will create a spectral version of the Seraph that lifts their hand to point at the one who roused it, marking their form with glowing white sigils of Eshtael’s valiance. Those who are marked must choose, upon being marked, one of these three options; movement, attacking, or defending. ☰ Movement is considered any form of mundane or magical movement. Attacking is considered any form of mundane or magical attack, including charging or casting spells. Defending is considered any mundane or magical method of defending oneself against an attack. When a person is unable to defend they are unable to completely negate an attack that is capable of harming them. ☰ Those who are marked will be unable to perform the chosen action for two [2] turns, after which the mark will disappear. ☰ If a Seraph is the one who roused the Prayer to act, then the spectral version of the Seraph will instead mark the nearest person who is not a Seraph within a three [3] meter range and line of sight of the Prayer. ☰ This mark does not stack, and can not not be applied to the same person multiple times at once. ☰ It is recommended to denote where one is placing a Prayer with a sign or a boat. TEMPT WITH FLIGHT [T3] [3 Emotes: 1 Connection + 1 Cast] [Type: Light] (Combative / Active) A Seraph may offer to temporarily gift a pair of spectral wings made of Eshtael’s valiance to up to three [3] enemies, allowing them to immediately move. For each enemy that accepts the gift, the Seraph is able to move themselves an equal amount. Spoiler MECHANICS A Seraph may offer to temporarily gift a pair of spectral wings made of Eshtael’s valiance to up to three [3] enemies. Enemies who accept the wings are then able to immediately move up to two [2] meters as the wings push them forwards. For each meter moved this way among all enemies, the Seraph is able to immediately move that many meters as their own wings push them forwards. The first emote should start with the Seraph’s spectral wings appearing as they reach their equilibrium. The second emote should be up to three [3] pools of white light forming near the enemies that are offered the gift. The third emote should be the enemies being granted the opportunity to accept the gift, which will form into a pair of spectral bird-like wings made of light upon their back should they accept. Accepting the gift can either be done verbally, or by the enemy touching the pool of light that is near them. REDLINES ☰ Enemies that are unable to move for any reason, such as being knocked down, incapacitated, fettered, or by some other means, are unable to accept this gift. An Enemy is defined as someone that the Seraph is in direct confrontation with during combat. Attempting to circumvent this to offer the gift to one’s allies or affiliates is considered bad-faith and powergaming. ☰ A Seraph may offer to temporarily gift a pair of spectral wings made of Eshtael’s valiance to up to three [3] enemies. Enemies who accept the wings are then able to immediately move up to two [2] meters as the wings push them forwards. ☰ For each meter moved this way among all enemies, the Seraph is able to immediately move that many meters as their own wings push them forwards. For example, if all three [3] enemies choose to move two [2] meters, then the Seraph can move six [6] meters in any direction. ☰ This movement is not slowed or prevented if it occurs within an Aura of Denial. This movement can not phase through people or objects, and can not be used to access areas that can not be accessed mechanically. ☰ Should no enemy accept the gift, then nothing will occur. AURA OF DENIAL [T4] [3 Emotes: 1 Connection + 1 Charge + 1 Cast] [Type: Valiant] (Combative / Active) A Seraph may imbue an area around them with spectral chains that will reach out to clasp at the limbs of those in the nearby area. These chains will prevent all means of magical movement, and slow regular movement by half while within the area. Spoiler MECHANICS A Seraph may call upon Eshtael’s valiance in order to cause a spectral border to appear in a two [2] meter radius around them, which becomes filled with spectral chains that seek to impede those that pass through the area. This area lasts for three [3] emotes total, and follows the Seraph’s movements. Those who find themselves caught in the area will be unable to use magical methods of movement to escape it, and all forms of mundane movement are slowed by half. Should one fly over the area, chains will shoot upwards to attempt to snare the target, and drag them to the ground. Those who are of olog strength or stronger may break the spectral chains that seek to snare them, and thus move through the area unimpeded. The first emote should start with the Seraph’s spectral wings appearing as they reach their equilibrium. The second emote should be a glowing white border forming around the area. The third emote should be the spectral chains filling the area and wrapping about the legs of anyone within. REDLINES ☰ This aura is always a two [2] meter radius around the Seraph. This area lasts for three [3] emotes and follows the Seraph’s movements. ☰ Those who are in the area will be unable to use magical methods of movement to escape it, such as; Dauntless Charge, Brisk Step, Minor Teleport, Major Teleport, Ascent, or Hell’s Gate. A player may not use a magical method of movement in reaction to the casting emote to escape the area, as the effect is already in place. ☰ Those who are in the area will have their mundane movement reduced by half. This includes regular movement and sprinting movement, unless they are of olog strength or stronger, in which case they may resist the pull of the chains and move without resistance. This also includes the movement of mounts. ☰ When entering the area from outside of it, one’s remaining movement is halved, rounded down, unless they are of olog strength or stronger, in which case they may resist the pull of the chains and move without resistance. If one uses a magical method of movement from outside the area that would cause them to go through it, then their magical movement will cancel out and stop them at where they entered the area. ☰ Those who are flying above the area will be chained and brought down to the ground so long as they are within ten [10] meters of the area vertically, incurring injuries, unless they are of olog strength or stronger, in which case they may resist the pull of the chains and move without resistance. ☰ The spectral chains can not be used to choke someone, they will wrap about a person's arm or leg in order to slow them down or drag them towards the ground. ☰ A Seraph may not charge or cast other spells or sprint while this aura is active. The Seraph who casted the aura can only move three [3] meters while this aura is active. ☰ The aura may be dropped at any point should the Seraph so choose. ☰ These chains may not phase through people or objects. ☰ A Seraph may only use this spell once [1] per encounter. BASTILLE’S GATE [T4] [3 Emotes: 1 Connection + 1 Charge + 1 Cast] [Type: Light] (Combative / Active) A Seraph may call forth an array of weapons made from Eshtael’s valiance, which will form near their person and upon being cast will fly forth to strike at their enemies, with the speed and trajectory as though they had been thrown. Spoiler MECHANICS A Seraph may call upon Eshtael’s valiance in order to cause up to three [3] spectral weapons to form about their person before then sending the weapons to fly forth. The weapons that fly forth will have the same speed and trajectory as though they had been thrown by the Seraph and retain a range of eight [8] meters. The first emote should start with the Seraph’s spectral wings appearing as they reach their equilibrium. The second emote should be up to three [3] pools of white light forming near the Seraph, which has weapons forming out of it. The third emote should be the weapons flying forwards as though they had been thrown. REDLINES ☰ A Seraph may summon up to three [3] weapons with “Bastille’s Gate”. These spectral weapons are always made of a glowing white light, and contain the strength and durability of steel. The aesthetics and types of weapons that they are may vary, and have no bearing on the effect of the spell. ☰ When the weapons that are summoned fly forth, they will have the same force and trajectory as though they were thrown by the Seraph and retain a range of eight [8] meters. The weapons may target up to three [3] different people within that range of eight [8] meters and line of sight. The weapons can not phase through people or objects. ☰ The trajectory of these weapons can not be changed mid throw. They will travel forwards in a straight line as though they had been thrown in a mundane manner. ☰ If the weapons come into contact with an abjuring force, such as thanhium or dragonsflame, then they will dissipate and have no effect. This includes if they are parried. ☰ This ability does not pierce through heavy armor and follows all redlines of thrown spears in [✓] The Techlock - Armaments, with the exception to range. ☰ If these weapons are thrown at a Prayer, it will rouse the Prayer to act. ☰ A Seraph may only use this spell twice [2] per encounter. AURA OF PENANCE [T5] [3 Emotes: 1 Connection + 1 Charge + 1 Cast] [Type: Valiant] (Combative / Active) A Seraph may imbue an area around them with the same fear of pain and death that caused Eshtael to lock herself away to the Bastille, causing everyone within the area to be feared for the duration that they are within the area. Spoiler MECHANICS A Seraph may call upon Eshtael’s valiance in order to cause a spectral border to appear in a two [2] meter radius around them, which becomes filled with shimmering white light that seeps from the Seraph’s wings. This area lasts for three [3] emotes total, and follows the Seraph’s movements. Those who find themselves caught in the area will be filled with an overwhelming feeling of fear and anxiety. The same fear of pain and death that caused Eshtael to lock herself away to the Bastille is shared through the Seraph in this area around them. This leaves everyone in the aura, including the casting Seraph, unable to attack or spellcast for the duration that they are within the aura. This aura will interrupt any spellcasting for those who enter it. Prayers that come into contact with this aura will be roused to act. The first emote should start with the Seraph’s spectral wings appearing as they reach their equilibrium. The second emote should be a glowing white border forming around the area. The third emote should be filled with shimmering white light that seeps from the Seraph’s wings. REDLINES ☰ This aura is always a two [2] meter radius around the Seraph. This area lasts for three [3] emotes and follows the Seraph’s movements. ☰ Those inside the area are feared for the duration that they are within the area, unable to attack or charge or cast spells. A Seraph may not charge or cast other spells, attack, or sprint while this aura is active. While this aura is active a Seraph's movement speed is reduced to three [3] meters. ☰ This spell causes the Seraph to fall out of their Equilibrium per their weakness lore. They are unable to reach their Equilibrium for three [3] emotes after the casting emote, though they are able to maintain the aura during this time. ☰ The aura may be dropped at any point should the Seraph so choose. ☰ A Seraph may only use this spell once [1] per encounter. ☰ Templars caught in the area are enraged instead of feared per their lore. PRAYER: EXALTATION [T5] [4 Emotes: 1 Connection + 2 Charge + 1 Cast] [Type: Light] (Combative / Active) A Seraph may call forth a Prayer which will then step forwards to embrace the Seraph, covering them with a shimmering white light in order to confer a boon upon them, before dissipating. Spoiler MECHANICS A Seraph may call upon Eshtael’s valiance in order to create an Exaltation Prayer, which is a spectral version of the Seraph that steps forwards to embrace the Seraph upon being created. As they are embraced, a shimmering white light covers their form, doubling the size of the Seraph’s wings and spectral chains up to twelve [12] meters long form in their hands. These chains last for a total of five [5] emotes, and can be used to lash out at those within the chain’s range. The chains feel impossibly heavy in the hands of the Seraph, and as such they are unable to move in any capacity while wielding them. Attacking with these chains bears the force akin to a crushing strike from a heavy warhammer, and can be lashed out up to their full length. The first emote should start with the Seraph’s spectral wings appearing as they reach their equilibrium. The second emote should be the formation of the Prayer as a spectral version of the Seraph made out of light. The third emote should be the Prayer stepping forwards to embrace the Seraph and cover their form in a shimmering white light. The fourth emote should be chains forming in the Seraph’s hands as their wings double in size. REDLINES ☰ A Seraph may only have three [3] Prayers of any kind created at the same time. Should a Seraph already have three [3] Prayers created and wish to create a new one, then they are able to dissipate an existing Prayer at will in order to create a new one. ☰ While these chains are wielded the Seraph is unable to move in any capacity, outside of movement forced upon them by other abilities. While these chains are wielded the Seraph’s wings are doubled in size, and as such become easier to be hit with abjuring forces. A Seraph may not emote tucking their wings back or moving to avoid strikes to their wings while their size is increased, some other manner must be used in order for the Seraph to protect themselves. ☰ Given that the Seraph is unable to move while they are wielding the chains, they are not allowed to emote dodging attacks or otherwise negating an attack by moving out of the way. It would be considered powergaming to do so. ☰ These chains bear a length of up to twelve [12] meters and last for up to five [5] emotes. The chains have the durability and strength of steel, and hit with the crushing force of a heavy warhammer strike capable of denting steel and breaking bone. ☰ Should the Seraph wish, they may drop the chains at any point, which will cause them to dissipate. This will reduce the size of the Seraph’s wings to their normal size and allow the Seraph to move normally once more. ☰ A Seraph may only use this spell twice [2] per encounter. [T1][NON-COMBATIVE] THE SACRAMENT OF CHAINS A Seraph can utilize Eshtael’s valiance when outside of combat in order to form spectral chains of light. These chains retain the strength and durability of steel, and can be used as one might use rope or shackles. Spoiler MECHANICS A Seraph may call forth Eshtael’s valiance in order to form spectral chains of light over the course of one [1] emote. These chains retain the strength and durability of steel, and can be used as one might use rope or shackles. The chains have a maximum length of twelve [12] meters. Although this ability is largely freeform, the first emote should start with the Seraph’s spectral wings appearing as they reach their equilibrium, and then creating the spectral chains of heavenly light within their grasp. REDLINES ☰ These chains will not dissipate upon the start of combat, though the Seraph will be unable to create these chains during combat. ☰ These chains retain the strength and durability of steel and have a maximum length of twelve [12] meters. ☰ These chains can not be used as a weapon for the purposes of combat, but can be used outside of combat to bind someone in the same manner that mundane chains would. ☰ These chains will instantly dissipate if they come into contact with any abjuring force. [T2][NON-COMBATIVE] THE GIFT OF SHARING A Seraph may create a feather formed of Eshtael’s valiance to give to another, as a symbol of guardianship. When the feather’s valiance is used, it will impart a deep sense of urgent fear upon the Seraph, as well as a vision. Spoiler MECHANICS A Seraph may call forth Eshtael’s valiance in order to form a spectral feather formed of glowing white light. This formation of Eshtael’s valiance may be gifted to another, and the one who is in possession of the feather may passively project their strong emotions to the Seraph who’s feather it is. Additionally, when outside of combat and over the course of two [2] emotes, the person in possession of the feather may crush it, causing the holy valiance within it to dissipate and return to the Seraph it was formed from. This process imparts a deep sense of urgent fear, as they are temporarily overwhelmed with the feelings of anxiety and fear that tinge Eshtael’s valiance, and they may also receive a vague vision. Although this ability is largely freeform, the first emote should start with the Seraph’s spectral wings appearing as they reach their equilibrium. The second emote should be the formation of a feather out of glowing white light. The third emote should be the feather either being plucked from the Seraph’s wings or the formation of it within their hands, where they will then gift the feather to another. REDLINES ☰ A Seraph can only create a feather through the Gift of Sharing once every one [1] OOC week, and is unable to reach their equilibrium for three [3] OOC days following. In order for a feather of this kind to be considered valid it must be ST signed with the ‘Significant Magical Item’ tag, and it must include the name of the Seraph that created the feather in the item description. ☰ It takes two [2] emotes to crush a feather gifted by a Seraph. When crushed the valiance that comprises it will return to the Seraph, and a prophecy can be made following all prophecy lore, which only the Seraph who’s feather it is can see. With OOC consent of involved parties, this prophecy that is created can impart vague details about the location where the feather is crushed. ☰ The feather that is gifted cannot be used in the midst of combat. This is to say that one cannot step away from the CRP they are involved with to summon a rally. ☰ The resulting prophecy that the Seraph receives will flood them with unmitigated fear and anxiety, regardless of the situation, as though something were horribly wrong and they were being watched by some presence, though they may never know or understand the cause of this sensation. So strong is the fear associated with the prophecy received, that they are physically unable to speak or write to any other about what they have seen. Though they may act on the information that they alone have in whatever manner they see fit. ☰ Should a Seraph receive a prophecy from any other source, it will cause the same fear response. [T2][NON-COMBATIVE/COMBATIVE] THE SACRAMENT OF CONSECRATION A Seraph may consecrate their arsenal by imbuing an item with Eshtael’s valiance, allowing them to summon or recall a consecrated item over the course of two [2] emotes. Spoiler MECHANICS A Seraph may consecrate an item, which must be a weapon, armor, or a tool, over the course of at least three [3] emotes. The Seraph must then call upon their Equilibrium in order to imbue Eshtael’s valiance within the item. This process will create a burst of light, bright enough to temporarily blind when looked at directly. Once the item takes to the imbuement, it will have an innate white glow. A Seraph gains complete control over the item they’ve consecrated within a two [2] meter range of themselves, and as such can be made to float at will while within this range. The consecrated item can be summoned by a Seraph to their hand or made to float about their person in a harmless burst of light over the course of [1] emote. Thrown items are able to be recalled over the course of two [2] emotes, so long as the item is within eight [8] meters and line of sight of the Seraph. Consecrated items can be used to attack while floating. These items maintain a range of two [2] meters around the Seraph, and maintain the same strength as the Seraph’s strength. Any attacks made with a consecrated item in this manner count as a major action. Although this ability is largely freeform, the first emote should start with the Seraph’s spectral wings appearing as they reach their equilibrium. The second emote should be the Seraph flooding Eshtael’s valiance into the item, creating a burst of light, bright enough to temporarily blind when looked at directly. The third emote should be the item taking to the consecration, maintaining a heavenly white glow. For recalling an item, the first emote should be the Seraph focusing their attention upon the consecrated item to be recalled as it begins to glow brightly. The second emote should be the item being summoned to the Seraph’s hand or near their person in a harmless burst of white light. REDLINES ☰ Only weapons, armor, and tools can be consecrated. Siege equipment and ammunition can not be consecrated. Items that are too heavy for a Seraph to lift normally can not be consecrated. Items that can not be enchanted can not be consecrated. ☰ A Seraph can have a maximum of one [1] item consecrated at the same time. Items that are consecrated in this manner gain the ‘Significant Magical Item’ tag, can not be soulbound, and must be signed by ST in order to be considered valid. ☰ So long as a Seraph is capable of thought, they gain complete control over the item within a two [2] meter range of themselves. The consecrated item is able to passively float up to two [2] meters near the Seraph’s person, and will retain a harmless white glow. ☰ The consecrated item can be summoned by a Seraph to their hand or made to float about their person in a harmless burst of light over the course of [1] emote. Only items that are mechanically on the Seraph’s person can be summoned this way. Thrown items are able to be recalled over the course of two [2] emotes, so long as the item is within eight [8] meters and line of sight of the Seraph. Should an item be recalled in this manner it will be summoned in a harmless burst of light to the Seraph’s hand. ☰ Consecrated items can be used to attack while floating. These items maintain a range of two [2] meters around the Seraph, and maintain the same strength as the Seraph’s strength. Any attacks made with a consecrated item in this manner counts as a major action. For example, a Seraph could not attack with a consecrated sword, and then attack again with a sword in their hands in the same emote. This is a purely aesthetic alternative to attacking in a mundane manner and confers no additional benefits. ☰ Consecrated items can only move at the same speed a Seraph would be able to move in a mundane manner. Their floating properties do not have supernatural speed. ☰ For attacks that would cause a physical recoil, consecrated items will still cause a physical recoil upon the Seraph. ☰ Ranged weapons such as bows can be made to float, but can not be automatically loaded as ammunition is not able to be consecrated. Ranged weapons that are consecrated still follow the same emote count requirements as their mundane counterparts. ☰ Items can not be summoned at the last moment to block an attack, and a Seraph can not attack with an item in the same emote that it is summoned. ☰ Should a Seraph perish or become incapacitated, they will lose control over the consecrated item and it will drop to the ground. They are unable to recall it nor prevent others from taking the item. ☰ Items can become unconsecrated by the Seraph recalling Eshtael’s valiance that is imbued in the item over the course of one [1] emote. This can not be done during combat, and can not be ‘stealth’ casted. [T3][NON-COMBATIVE/COMBATIVE][PASSIVE] THE MANTLE OF THE SECOND SKY A Seraph gains a passive effect based on the person or creature most recently bound to their Vault or executed with the Sacrament of Binding. Spoiler MECHANICS A Seraph gains a passive effect, depending on the most recent person or creature to have been bound with the Sacrament of Binding, either to their Vault or with the execution. Should a person or creature have a magical connection to the following sources, then one [1] of the respective bonuses will be granted: DEIFIC: A Seraph’s wings may become tinged with yellow or golden light. A Seraph gains further mastery over their own Equilibrium and Eshtael’s Valiance, through the conquest of another deific source. Their Mantle of the First Sky becomes stronger, and thus they are able to project their emotions to those who are not Seraphs. The amount of Prayers a Seraph may have in combat at the same time is increased by one [1]. DARK: A Seraph’s wings may become tinged with black or silver light. The Seraph’s soul is steeled to the corruptive ways of dark magics, offering a modicum of protection as their conquest over the dark grants them further insight. During combat, a Seraph may negate the first [1] instance of cursing or soul burn that would affect them. This ability can only occur once [1] per combat. DRACONIC: A Seraph’s wings may become tinged with red or copper light. A Seraph’s body becomes more resistant to fire as a thin sheen of Eshtael’s radiance covers their form, gaining new understanding with their conquest over the Draconic. What once was sweltering and uncomfortable becomes more tolerable as the Seraph becomes able to equalize their internal body temperature allowing themselves to tolerate hot climates for longer. During combat, A seraph may wrap their wings about themselves and cause the first instance of burning that is of first [1] or second [2] degree to be applied at one [1] degree less. This ability can only occur once [1] per combat. After a Seraph utilizes an ability granted by their Mantle of the Second Sky within combat, fear and anxiety will begin to eat at their mind, and as such they will be unable to reach their Equilibrium for a period of one [1] emote following. Additionally, when a Seraph has successfully bound one [1] of each type of source with the Sacrament of Binding, they permanently gain one [1] additional set of wings that augments their magical tell. REDLINES ☰ The set of wings that are gained are spectral wings of glowing white light that sprout from one’s back, and are an augmentation of the Seraph’s magical tell. The wings must be akin to bird wings and may not be demonic, draconic, or bat-like. These wings are not corporeal and may not be used to fly. ☰ A Seraph can only gain an additional set of wings to their magical tell from this ability one [1] time, and it is permanent. This augmentation to their magical tell happens automatically when they meet the requirement and can not be foregone. ☰ In order to gain the passive effect, the Seraph must know the nature of what they are binding. This mantle can not be used to metagame one’s magic connections under any circumstance. ☰ Those with a Deific connection are those who hold an FA, MA, or CA that are considered holy magic. Those with a Dark connection are those who hold an FA, MA, or CA that are considered dark magic. Those with a Draconic connection are Azdrazi. If an event creature is allowed to be bound, the ST will determine what category it falls into, if any. ☰ If the most recently bound thing does not have any of the above sources, then the mantle confers no passive bonus. Should the most recently bound creature have more than one of these sources, then the Seraph may choose which of the applicable passive bonuses that they would like to have. A Seraph may only have one [1] passive bonus from this mantle at a time. ☰ Should it be passed with a MArt, different passive bonuses can be made for a Seraph’s Mantle of The Second Sky. [T3][NON-COMBATIVE] THE SACRAMENT OF SHACKLES A Seraph may mark a person for absolution, shackling their wrists with Eshtael’s valiance. Those who are shackled in this manner can not cast holy or dark magic above tier three [3]. Spoiler MECHANICS A Seraph may wish to temporarily limit the harm or good that a person can inflict upon the mortal plane over the course of three [3] emotes. In order to place this limitation upon another, the person must be unable to fight back. Once a person has been imbued with these shackles, they will find that they are unable to cast holy or dark magic above tier three [3] for up to two [2] OOC weeks, or until the shackles have been removed. These shackles do not come without a cost to the Seraph, the sealing away of another’s magic causes a spike of turbulent emotions in the Seraph. For three [3] OOC days afterwards, they are unable to reach their Equilibrium as they are overcome with anxiety and fear that what they’ve sealed away will find a way to retaliate against them. Although this ability is largely freeform, the first emote should start with the Seraph’s spectral wings appearing as they reach their equilibrium. The second emote should be the Seraph clasping at the person’s wrists followed by a bright flash of light as Eshtael’s valiance is imbued within them. The third emote should be the forming of glowing spectral white shackles upon the person’s wrists. REDLINES ☰ The Sacrament of Shackles can only be used when a character has no avenue for escape and can no longer resist, and must be performed after battle which has exhausted the individual. ☰ A person under the effect of these shackles may be alleviated of the effect by any holy magic’s purging abilities, or by any Seraph dissipating Eshtael’s valiance within the shackles, which can be done over the course of one [1] emote. ☰ This effect lasts a maximum of two [2] OOC weeks, or longer with the OOC consent of the player being shackled. ☰ A Seraph who performs this sacrament is unable to reach their equilibrium for three [3] OOC days afterwards. ☰ The shackles themselves can be hidden or obscured with cloth or armor, but may not be hidden through magical means. ☰ Should the person that is shackled perish, then the shackles will dissipate. These shackles can not impede any revival mechanics. [T4][NON-COMBATIVE] THE SACRAMENT OF LIMITATION A Seraph may mark a person for absolution, shackling their wrists with Eshtael’s valiance. Those who are shackled in this manner can not change their form nor alter their appearance through magical means for the duration that they are shackled. Spoiler MECHANICS A Seraph may wish to temporarily limit the harm or good that a person can inflict upon the mortal plane over the course of three [3] emotes. In order to place this limitation upon another, the person must be unable to fight back. Once a person has been imbued with these shackles, they will find that they are unable to change their form nor alter their appearance through magical or alchemical means for up to one [1] OOC week, or until the shackles have been removed. These shackles do not come without a cost to the Seraph, the sealing away of another’s abilities causes a spike of turbulent emotions in the Seraph. For three [3] OOC days afterwards, they are unable to reach their Equilibrium as they are overcome with anxiety and fear that what they’ve sealed away will find a way to retaliate against them. Although this ability is largely freeform, the first emote should start with the Seraph’s spectral wings appearing as they reach their equilibrium. The second emote should be the Seraph clasping at the person’s wrists followed by a bright flash of light as Eshtael’s valiance is imbued within them. The third emote should be the forming of glowing spectral white shackles upon the person’s wrists. REDLINES ☰ The Sacrament of Limitation can only be used when a character has no avenue for escape and can no longer resist, and must be performed after battle which has exhausted the individual. ☰ A person under the effect of these shackles may be alleviated of the effect by any holy magic’s purging abilities, or by any Seraph dissipating Eshtael’s valiance within the shackles, which can be done over the course of one [1] emote. ☰ This effect lasts a maximum of one [1] OOC week, or longer with the OOC consent of the player being shackled. ☰ A Seraph who performs this sacrament is unable to reach their equilibrium for three [3] OOC days afterwards. ☰ The shackles themselves can be hidden or obscured with cloth or armor, but may not be hidden through magical means. ☰ A person who is shackled in this manner will be unable to change their form, and any abilities or magic that can only be accessed in another form will be inaccessible for the duration. Examples of forms that would be sealed by these shackles include but is not limited to: Druidic Shapeshifting, Lycanthropy Cursed Form, Azdrazi Unpolymorphed Form, Frost Witch Banshee Form, Naztherack Casting Form, Wight Husking, Ghost Possession, and Demi-Djinn Second and Third Phases. ☰ Should the person that is shackled perish, then the shackles will dissipate. These shackles can not impede any revival mechanics. [T5][NON-COMBATIVE][PASSIVE] THE MANTLE OF THE THIRD SKY As a Seraph completely masters their own Equilibrium and their connection to Eshtael’s valiance, they gain an additional set of wings. Should the Seraph have three [3] sets of wings total, they may passively float up to one [1] foot off of the air, or glide while midair, and they may also use their wings to take off into the air, rushing off to some faraway location or traveling a large distance in a matter of moments. Spoiler MECHANICS Upon reaching tier five [5] and receiving an approved TA, a Seraph permanently gains one [1] additional set of wings that augments their magical tell, as they completely master their connection to Eshtael’s valiance. Should a Seraph have three [3] sets of wings total, then they gain the ability to passively float up to one [1] foot off of the air, though gain no other benefit to their movement. When midair, they may glide instead of falling straight downwards. Should a Seraph have three [3] sets of wings total, then they may call upon Eshtael’s valiance, letting their wings overflow upon their back to push them off into the air for the purpose of traveling long distances over the course of one [1] emote. If a Seraph finds themselves inside, or within an area that they can not directly fly out of, then they may call forth a pool of glowing white light and soar through that rift in order to take them elsewhere. Although this ability is largely freeform, the first emote should start with the Seraph’s spectral wings appearing as they reach their equilibrium, before then rising into the air to travel elsewhere. REDLINES ☰ The set of wings that are gained are spectral wings of glowing white light that sprout from one’s back, and are an augmentation of the Seraph’s magical tell. The wings must be akin to bird wings and may not be demonic, draconic, or bat-like. These wings are not corporeal and may not be used to fly. ☰ A Seraph can only gain an additional set of wings to their magical tell from this ability one [1] time, and it is permanent. This augmentation to their magical tell happens automatically when they meet the requirement and can not be foregone. ☰ A Seraph that has three [3] pairs of wings total, may float or glide passively while they have reached their Equilibrium, inside or outside of combat. Floating can be done up to one [1] foot off of the air, and can be used to avoid anything upon the ground that is lower than this one [1] foot threshold. Gliding will cause them to travel three [3] meters forwards and five [5] meters downwards every emote. This movement can not be used to get somewhere that can not be accessed mechanically. A Seraph may not float or glide if they are bound, or otherwise unable to move. ☰ Floating does not imply weightlessness. A Seraph will still be just as encumbered by their equipment, weapons, and armor, as though they would normally. Heavy armor still retains all its movement penalties following [✓] The Techlock - Armaments. ☰ Should a Seraph be disconnected or fall out of Equilibrium while midair, then they will fall straight down and incur injuries. ☰ More freeform movement may be allowed with OOC consent or staff discretion. ☰ The Mantle of the Third Sky can be used as a flavorful reskinning of soulstoning, and thus all soulstoning rules apply. ☰ This soulstone ability can not be used during combat or if a proper halt emote has been made. ☰ This soulstone ability can not be used if the Seraph is bound, or otherwise unable to move. [T5][NON-COMBATIVE] THE SACRAMENT OF SEALED CREATION The height of a Seraph’s power, they may seal away a portion of another’s power within an item in the creation of a unique and powerful artifact. Spoiler MECHANICS In order to receive a MArt from this sacrament, the Seraph must write and submit a MArt of their own design and receive an approval from ST. It is encouraged that Seraphs coordinate with ST ahead of time to ensure that they craft a MArt that is lore feasible and appropriately balanced. In this submission screenshots of roleplay of both this sacrament being performed and proof of capture of the source to be sealed within the artifact are required. In order for this sacrament to be performed it must be led by a tier five [5] Seraph that has been taught this sacrament, with the assistance of at least two [2] Seraphs of any tier. This sacrament must occur over the course of at least five [5] emotes. The Seraphs who are assisting the led Seraph must first form chains of Eshtael’s valiance to chain down the person or creature that is to be sealed away in the artifact. A person or creature within one [1] of the Seraph’s Vaults may also be brought out of their Vault for the purpose of this sacrament. The Seraph who is leading the sacrament must then consecrate the area around the person or creature who is chained, as well as the item that is to become the artifact. Once this has been done, through any number of flavorful ways a portion of that person or creature’s power is sealed within the artifact. The person or creature that has a portion of their power sealed may in effect be killed, though this does NOT necessitate a PK. For example if a Seraph were to seal a person’s power within a sword through the process of beheading them, this would kill the character, without the necessity of a PK. A person who is injured or killed through this sacrament will have a permanent scar upon the location which will always have a distinct white heavenly glow to it, should they survive or revive through any means. If the person or creature that has a portion of their power sealed away is not killed in this process, such as sealing away a portion of their powers within a ring by placing it upon their finger, they will find that they are unable to utilize any portion of their magic for a period of one [1] OOC day afterwards. They will have a permanent scar upon the location through which their power was sealed, which will always have a distinct white heavenly glow to it. REDLINES ☰ The Sacrament of Sealed Creation must be taught to a tier five [5] Seraph, and can only be learned by a Seraph who has completely learned all abilities of the Mantle of the Third Sky. It cannot be inferred or observed passively. This sacrament must be marked on the Seraph’s MA. This sacrament is unique and is not required in order to make a TA. ☰ The Sacrament of Sealed Creation must be led by one [1] tier five [5] Seraph who has learned this sacrament, with the assistance of at least two [2] Seraphs of any tier. ☰ MArt approval and denial is purely up to ST discretion and they may set the precedent for MArts however they wish. ☰ Seraphs who participate in this sacrament are unable to reach their Equilibrium for a period of one [1] OOC day afterwards. ☰ A Seraph may only lead this sacrament once [1] every one [1] OOC month. ☰ The act of sealing away a portion of one’s power is just a flavorful way to create a MArt, which may or may not have themes relating to the type of power sealed away, or purely be themed after Eshtael and her related magic. This does not have a lasting impact upon the person whose power is sealed away, and bears no effect upon their magic slot count or any MAs, FAs, or CAs that they may have. ☰ The Seraph who leads this sacrament does not need to be the one to post the MArt, however one of the Seraphs who participated in the ritual must be the one to post the MArt. Effectively, a tier five [5] Seraph who knows this sacrament may help craft a MArt for another Seraph who does not know this sacrament. [T3][STRUCTURE] VAULTS are consecrated prisons formed of Eshtael’s holy valiance. The area which a Vault occupies is overwhelmed with her holy light, allowing the creation of the near-inescapable cage through which her Seraphs may bind things to. Spoiler MECHANICS Seraphs may only have one [1] Vault created at a time. Vaults are an area that has been overwhelmed with a vast amount of Eshtael’s valiance, and as such Seraphs are able to create a near-inescapable cage through which they may bind people and creatures to. A Vault must have access to open sunlight, and can be created floating up to ten [10] meters away from the nearest wall or ground surface. Floating steps may also be consecrated, and may also float up to ten [10] meters away from the nearest wall or ground surface in order to give Seraphs and others a means through which to access the skyward Vault. Vaults can be no larger than a five by five [5x5] area, and must be a structure that is meant for containing, such as a cell, a cage, a locked room, a grave, or similar. The exact aesthetics of that structure are freeform. REDLINES ☰ In order to create a vault, the Seraph that is creating it must have appropriate access to build in the area, although PRO/RO permission is not required. Vaults can not be created during combat. ☰ Vaults must be mechanically accessible, with at least one wall of the vault having direct access to sunlight, and must not be locked behind excessive doors. What is defined as excessive doors is left to staff discretion, but typically is considered to be more than three [3] locked doors. ☰ Vaults can be up to ten [10] meters in the air, yet still must be mechanically accessible either with ladders, a bridge connecting to it, or floating steps that lead to the vault. Parkour courses are not allowed to be used as the means through which a vault is accessible. ☰ A Seraph may only have one [1] Vault created at a time. Should their Vault already be occupied, then they will be unable to bind away anything else to their vault, unless they choose to release whatever is already in their vault. ☰ Vaults can be no larger than a five by five [5x5] area, and can only hold something that is the same size as it or smaller, any attempt at binding a creature that is too large for a Vault will fail. ☰ ST may allow for the creation of Vaults larger than a five by five [5x5] area for the purpose of containing event creatures, which will not apply towards a Seraph’s one [1] Vault limit. Though this is left entirely to their discretion whether they feel it is appropriate for an event creature to be Vaulted or not. ☰ A Seraph is allowed to move, or reconstruct their Vault, though only while it is empty. A Vault may not be moved or reconstructed while something is bound within it. ☰ How to create a Vault is listed under “The Sacrament of Greater Consecration”. How to bind a creature or character to a Vault is listed under “The Sacrament of Binding”, and how to break free from a Vault is listed under “Escaping the Vault”. ☰ In order for a Vault to be considered valid, an SREQ must be submitted and it must be ST signed, denoting the IGN of the Seraph that owns the Vault. [T3][NON-COMBATIVE] THE SACRAMENT OF GREATER CONSECRATION is the sacrament in which a tier three [3] Seraph may create the Vault in which they will bind away things that are deemed to have upset the balance of the heavens. Spoiler MECHANICS Over the course of at least four [4] emotes. a tier three [3] or higher Seraph may create the Vault in which they will bind away those that upset the balance by consecrating up to a five by five [5x5] area, with the assistance of at least one [1] Seraph of any tier. The Seraph may consecrate a physical pre-existing structure to become the Vault, or may create the Vault out of Eshtael’s valiance, which is a corporeal white light. The Vault is impervious to damage while it is imbued with Eshtael’s Valiance. Although this ability is largely freeform, the first emote should be the Seraph’s spectral wings appearing as they reach their Equilibrium. The second emote should be a border of glowing white light forming around the area to be consecrated. The third emote should be a bright flash of light as Eshtael’s valiance is imbued into the area, and the fourth emote should be the Vault rising, if it is meant to be floating, and a white haze of Eshtael’s valiance covering the area as the Vault forms. REDLINES ☰ The Sacrament of Greater Consecration must be led by one [1] tier three [3] Seraph with the assistance of at least one [1] Seraph of any tier. ☰ Should a Seraph wish to move or reconstruct their Vault, this sacrament can be performed at the Vault’s new location in order to move it, though only while it is empty. A Vault may not be moved or reconstructed while something is bound within it. ☰ A Vault that is created with this sacrament follows all redlines for Vaults. ☰ Seraphs who lead this sacrament are unable to reach their Equilibrium for a period of one [1] OOC day afterwards. ☰ A Seraph may only lead this sacrament once [1] every one [1] OOC week. [T3][PLAYER EVENT] ESCAPING THE VAULT In order to break a person or creature free of the Vault that they are trapped in, first the consecration of Eshtael’s Valiance within the area must be defeated. This occurs as a player event. Once the player event is concluded with a successful defeat of a spectral apparition formed of Eshtael's valiance, the vault may be unlocked and destroyed as any mundane structure might be. Spoiler MECHANICS After three [3] OOC days of being bound, when someone other than the Seraph that created the Vault approaches within five [5] meters of the Vault, a spectral version of either the Seraph that created the vault, or whoever is trapped within it will appear. This is left to the discretion of the player trapped within the vault, whether they would like to fight those who have come to free them as the spectral apparition, or have the player of the Seraph who trapped them play the spectral apparition. In order to free whoever is trapped in the vault, or to destroy it, a player event must occur where this spectral apparition is defeated. The spectral apparition of Eshtael’s valiance retains all the combative abilities of either the Seraph or trapped player that it is a mirror image of. Any ability or spells that the apparition manifests will instead be made of Eshtael’s valiant light, and is just an imitation of the real source. This imparts no mechanical difference to any spells that may be used and is just a flavorful interaction available for the player who is trapped within the Vault. The spectral apparition will form whenever anyone enters within five [5] meters of the Vault, and the spectral apparition can not move further than five [5] meters from the Vault. This spectral apparition will be defeated once it has sustained six [6] direct hits of any kind, or three [3] direct hits from any abjuring source. And once defeated, both the apparition and the consecration of Eshtael’s valiance which keeps the Vault locked will dissipate. This allows for the person or creature inside to be set free, and those may destroy the structure that forms the vault as though one would destroy any mundane structure. Should the apparition not be defeated, or should the fight be abandoned then the Vault will remain locked and consecrated. REDLINES ☰ The spectral apparition of Eshtael’s valiance retains all the combative abilities of either the Seraph or trapped player that it is a mirror image of. Any ability or spells that the apparition manifests will instead be made of Eshtael’s valiant light, and is just an imitation of the real source. ☰ The apparition is not considered soul bearing, and can not be feared or feel pain. It can withstand six [6] direct hits of any source before dissipating. Or three [3] direct hits of any abjuring source, such as thanhium or dragonsflame, before dissipating. The spectral apparition can not move more than five [5] meters away from the Vault. The spectral apparition will have this same amount of health at the start of every combat encounter. ☰ Once the spectral apparition has been defeated, Eshtael’s valiance which has been imbued into the area will dissipate, causing the vault to open. The structure will be able to be completely destroyed over the course of three [3] blunt hits. ☰ Should the vault contain an ST creature, then a spectral version of the Seraph that locked the creature away will form, following all other redlines listed above. [T3][NON-COMBATIVE] THE SACRAMENT OF BINDING is the sacrament in which a tier three [3] or higher Seraph may bind a person who is unable to fight back with chains forged of Eshtael’s valiance, in order to lock them away to a Vault. Should the person’s will be strong enough to resist being bound, then they will instead be executed, as the chains tear through their form. Spoiler MECHANICS Over the course of four [4] emotes, A tier three [3] or higher Seraph may call forth valiant glowing white chains to wrap about a defeated person, who is incapable of escaping or meaningfully fighting back, in order to bind them to the Seraph’s Vault, or to have the chains crush their form in an execute. If a player gives OOC consent for their character to be bound, they will be transported to the Vault in which they are to be trapped in, by the chains dragging them through a glowing white portal to the inside of the Vault. Only the one who is bound in this manner may cross through the portal and into the Vault, which will dissipate thereafter. If a player does not give OOC consent for their character to be bound, then the attempt to bind the character to a Vault will fail and the chains will instead rip through the character, and crush them to death. The Seraph will not innately know the reason why the sacrament failed, though they may explain it as the character’s will being too strong to be bound, or come up with some other such reason. Should a character be executed by this sacrament, then their respawn timer will be extended by three [3] OOC days on top of whatever their death timer would be. For the case of monk revival the respawn timer is set to three [3] OOC days. This binding does not come without a cost to the Seraph, the sealing away of another causes a spike of turbulent emotions in the Seraph. For three [3] OOC days afterwards, they are unable to reach their Equilibrium as they are overcome with anxiety and fear that what they’ve sealed away will find a way to retaliate against them. The first emote should be the Seraph’s spectral wings appearing as they reach their Equilibrium. The second emote should be white chains forming about the Seraph’s form, the third should be the chains flying forth to wrap about the person to be bound, and the fourth should be the chains dragging the person through the portal to the Vault. REDLINES ☰ The Sacrament of Binding can only be used when a character has no avenue for escape and can no longer resist, and must be performed after battle which has exhausted the individual. The Sacrament of Binding does NOT necessitate a PK. ☰ The Sacrament of Binding has two forms: Binding, and Execution. In order to bind a character, that player must give their OOC consent to have their character locked away in a Vault. Should it be shown that the player was OOCly harassed or coerced into consenting to this sacrament, they may contact ST management to have the roleplay voided at managerial discretion. The offending Seraph will have their MA stripped and be permanently blacklisted from the magic. ☰ If OOC consent is not given to bind a character, then the Sacrament of Binding instead becomes an execute, which will add three [3] OOC days to whatever the character’s respawn timer would have been, and will generally be considered a beheading for the purposes of characters that have multiple death timers. ☰ For characters that can revive immediately with a ritual, the ritual to revive them can not be successfully performed until three [3] OOC days after the character has died. If the ritual is attempted prior to this timeframe, the character will be unable to be revived and the ritual will fail. This would apply to things including but not limited to: Zar'Akaal, Inferi, Necromancers, Paleknights, Palelords. ☰ The Sacrament of Binding can not be used on another Seraph. ☰ The Sacrament of Binding can not be used to bind a character if the Seraph already has something bound within their Vault, though the execute portion of this sacrament may still be used. ☰ A player who is bound to a Vault will be unable to utilize any magic while they are bound within the Vault, nor will they be able to damage or break free from the Vault from the inside, as the area is consecrated and sealed with a vast amount of Eshtael’s valiance. Though they are aware of the world around them, they are kept in a physical stasis within the Vault- meaning that they will not grow hungry, get sick, or age. ☰ Characters that have feeding mechanics will not suffer any negative consequences to those feeding mechanics for the duration that they are in the Vault, as they are kept in a physical stasis. ☰ There is no time limit for how long a player may be locked in a Vault, however, after three [3] OOC days of being bound, the player that is trapped within the Vault may create a prophecy, following all prophecy lore, indicating that they are locked away with a vague description of the Vault’s location. ☰ A player may not be broken out of the Vault prior to three [3] OOC days, unless the Seraph who bound them gives OOC consent. ☰ A Seraph who performs this sacrament is unable to reach their equilibrium for three [3] OOC days afterwards. ☰ Utilizing this sacrament in bad faith, such as camping someone on respawn, is grounds for the Seraph to be stripped of their MA and permanently blacklisted from the magic. [T4][NON-COMBATIVE] THE SACRAMENT OF GREATER BINDING is the sacrament in which a tier four [4] or higher Seraph, accompanied by at least one [1] Seraph of any tier, may bind a large creature who is unable to fight back with chains forged of Eshtael’s valiance, in order to lock them away to a vault. Spoiler MECHANICS Over the course of four [4] emotes, A tier [4] or higher Seraph with the assistance of at least one [1] Seraph of any tier, may call forth valiant glowing white chains to wrap about a defeated creature, who is incapable of escaping or meaningfully fighting back, in order to bind them to the lead Seraph’s Vault, or a Vault specifically created for the creature with ST discretion. This binding does not come without a cost to the Seraph, the sealing away of another causes a spike of turbulent emotions in the Seraph. For three [3] OOC days afterwards, they are unable to reach their Equilibrium as they are overcome with anxiety and fear that what they’ve sealed away will find a way to retaliate against them. The first emote should be the Seraph’s spectral wings appearing as they reach their Equilibrium. The second emote should be white chains forming about the Seraph’s form, the third should be the chains flying forth to wrap about the creature to be bound, and the fourth should be the chains dragging the creature through the portal to the Vault. REDLINES ☰ The Sacrament of Greater Binding can only be used when an event creature has no avenue for escape and can no longer resist, and must be performed after battle which has exhausted the creature. ☰ It is up to ST discretion whether an event creature is eligible to be bound by this sacrament. ☰ A Seraph who performs this sacrament is unable to reach their equilibrium for three [3] OOC days afterwards. ☰ There is no time limit for how long a creature may be locked in a Vault, however, they can be broken free as soon as three [3] OOC days after they have been bound. The disconnection of a Seraph is a solemn event, a last resort should a Seraph feel as though one of their own has failed in their purpose to uphold the Balance and values of Eshtael. Seraphs who have failed in this manner may be given a chance to atone, or they may have their wings ripped from their person leaving them disconnected from Eshtael and her valiance forever. Spoiler MECHANICS Three tier [5] Seraphs who have learned this sacrament can come together to place glowing white shackles about the falling Seraph’s wrists, which are formed of Eshtael’s valiance. The Seraph that is to be shackled must be restrained in chains of Eshtael’s valiance, and then have their wrists physically clasped in order to be marked for falling. They will then form with their holy light a scale which is gifted to the falling Seraph, upon which one side holds an abstract depiction of the falling Seraph's merit or worth, the other is empty—causing the scales to start off unbalanced. In order for the falling Seraph to prove that they deserve a second chance and to avoid disconnection, they must balance the weight of the scales. In order to balance their scales, the falling Seraph must receive a total of six [6] feathers which are a condensed form of Eshtael’s holy valiance, from two [2] or more Seraphs. These feathers will be placed upon the empty side of the scale, slowly balancing out the weight upon the scale. A Seraph may gift the falling Seraph a total of one [1] feather per set of wings that they have. The Seraphs that initially gifted the falling Seraph their scale may contribute to the feathers upon it, but are not required to. The falling Seraph has a period of three [3] OOC weeks in order to collect their feathers. When a falling Seraph receives six [6] feathers and balances their scale, they must return to the Seraphs who gifted them the scale initially, and the Seraphs will dissipate both the shackles and the balanced scales as a show of acceptance. Should a falling Seraph give up on their trial, or be unable to collect their feathers in time—then the scale and gathered feathers form into a spectral version of a Seraph, which will rip the falling Seraph’s wings from their body and forever disconnect them from Eshtael’s valiance. REDLINES ☰ The Sacrament of Falling must be taught to a tier five [5] Seraph, and can only be learned by a Seraph who has completely learned all abilities of the Mantle of the Third Sky. It cannot be inferred or observed passively, and must be actively taught. This rite must be marked on the Seraph’s MA. Disconnections are only valid if all the Seraphs performing it meet these qualifications. ☰ Three [3] tier five [5] Seraphs who have been taught this sacrament are required to perform it, and must be able to make physical contact with the Seraph in order to mark them for falling. ☰ Should a falling Seraph be offered the Trials of Atonement and complete them, they may not then be disconnected anyways, only Seraphs who fail to complete the Trials of Atonement may be disconnected. Should a Seraph pass the Trials of Atonement, they are unable to be marked again for three [3] OOC weeks. ☰ A Seraph who completes the Trails of Atonement will instead be immediately disconnected should they be marked for falling a second time, and may not be reconnected. ☰ A Seraph has three [3] OOC weeks to complete the Trials of Atonement. Should this timeframe conflict with pressing IRL matters a Seraph may request an extension with ST management approval. ☰ When a Seraph is marked for falling, it is the responsibility of the Seraphs who are performing this sacrament to update ST of this. An SREQ must be made with the name of the Seraph being marked and the date they have until to complete their trials, which ST must mark on that Seraph’s MA. It is the responsibility of the Seraphs who are performing this sacrament to remind the ST upon the date of the marked Seraph’s disconnection whether they passed or failed the trials, by making an SREQ to have the marked Seraph’s MA denied if they failed the trials. ☰ The feathers that are gifted must be represented by player-signed feathers, which are bound to the Seraph they are gifted to and are unable to be stolen. ☰ These feathers should not be given out freely or as a form of nepotism—rp must be done to receive a feather. ☰ This sacrament is unique and is not required in order for a Seraph to apply for a TA. ☰ This sacrament does not require OOC consent. ☰ This sacrament can not be performed during combat. ☰ A Seraph who falls will have their Seraph MA denied, and they may not be reconnected. A Seraph who falls will not regain the spell slots that were used to become a Seraph. Despite being one of the ‘Big Four’, Eshtael has never had an approved magic, and she does not see much current use. I thought this was a shame because her themes and ideals are so nuanced and interesting. So I’ve decided in the interim while waiting for the fall update to be posted, to work on this piece. I took to heart some of the feedback I got for my Tahariae write, and decided to try something completely new that I felt was more in line with something I would actually like to play. As a result, I feel like this piece is very self-indulgent, yet I hope that others will find interest in the concept and I’ve done my best to balance it and follow the lore submission guidelines to the best of my ability. As always, I wrote this piece for fun during my downtime, and even if it doesn’t get approved I feel as though I’ve learned a lot through the research and process of creating this write. I was planning on posting this in 2032 but I finished it a bit early. IBLEESIAN - Writing, Formatting WEREWOLF - [ESHTAEL LORE] MEOWMAXER - Consultation, Research 44 Link to post Share on other sites More sharing options...
MayRndz 1830 Share Posted November 8, 2024 I love @ibleesian You did a great job with this! Easy to read and quite flavorful. 4 Link to post Share on other sites More sharing options...
Geckonawa 563 Share Posted November 8, 2024 I love @ibleesian more Also, I really like the flavor of this magic. You did a great job with the writing. Grandfather me plz and thank you. 9 Link to post Share on other sites More sharing options...
PrimnyaQuorum 4010 Share Posted November 8, 2024 cooked, Seraph W 3 Link to post Share on other sites More sharing options...
ScreamingDingo 20568 Share Posted November 8, 2024 11 Link to post Share on other sites More sharing options...
Wizry 1222 Share Posted November 8, 2024 didn't cite me -1 Link to post Share on other sites More sharing options...
Songwitch 1836 Share Posted November 8, 2024 some of the abilities don’t make sense with the theme and eshtael’s “thing”, i’d elaborate but i’m too lazy to 5 Link to post Share on other sites More sharing options...
The King Of The Moon 7016 Share Posted November 8, 2024 58 minutes ago, Songwitch said: i’d elaborate but i’m too lazy ST moment 22 Link to post Share on other sites More sharing options...
HugoAntero 1968 Share Posted November 8, 2024 hey can i get grandfathered 4 Link to post Share on other sites More sharing options...
ivery 591 Share Posted November 8, 2024 You can tell she put a lot of time and effort into trying to make it lore-feasible and mechanically balanced- not to mention the formatting is VERY pretty. Nice job c: 11 Link to post Share on other sites More sharing options...
wowj 9769 Share Posted November 8, 2024 if im not grandfathered to this magic/feat/CA, watch the news, any channel. 11 Link to post Share on other sites More sharing options...
𝑓𝑖𝑙𝑖𝑎𝑙𝑠 820 Author Share Posted November 8, 2024 36 minutes ago, wowj said: if im not grandfathered to this magic/feat/CA, watch the news, any channel. sorry Hugo already took ur bit 9 Link to post Share on other sites More sharing options...
FlemishSupremacy 6115 Share Posted November 8, 2024 very cool! 4 Link to post Share on other sites More sharing options...
Ninjay 1198 Share Posted November 9, 2024 (edited) Cool stuff. I'm not CRP brained enough to speak on any of the combat spells or lorebrained enough to think on how most of the sacraments or rituals could raise any lore issues or anything, but there are two things that stick out to me as (potential) issues. - Vaults. The idea is cool in theory, but I have some concerns about creating the ability to basically soft-PK literally anyone / anything if I understand the ability correctly. While all the stuff about ensuring it is not behind too many doors and accessible in some way, along with being able to manifest prophecies about oneself being sealed away, could alleviate this to an extent, I still have some doubts as to the safety of letting this out into the world. I'm sure it would almost never get used on some random person who doesn't have some reason to be getting sealed away (i.e. some great force of good or evil who is upsetting the balance), but I still worry. - The Sacrament of Binding. Specifically, the bit about extending the respawn timer for 3 days. This seems somewhat random and arbitrary, to me at least. Again, I imagine this sacrament should, in theory, never be used on anyone aside from those who upset universal balance. But, again, I still worry. In truth these might be non-issues since I imagine any poor-faith use of these could / would be voided. But my doomer self immediately imagines all the ways they could be abused or misused. Edited November 9, 2024 by Ninjay 6 Link to post Share on other sites More sharing options...
veganwalmart 1059 Share Posted November 9, 2024 hey this magic is very cool and so is its author ! 3 Link to post Share on other sites More sharing options...
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