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[✗] [MA] Tahariae's Clerics

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Saint Catherine, Guido Reni

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The deer descended from the skies, blessing a random person who taught… A chuch man. And then she died. Some say she deserved it.” - wowj

 

BY THE LIGHT, REDEEMED, AT LAST 

In the ancient past, the Aenguls rallied together twice in two triumvirates. First, Tahariae, Xan and Aeriel joined in arms to ward off the greatest of evils. Their success came with difficulties, and their victory was anything but secure. With Aeriel’s withdrawal came their second triumvirate. Instead Malchediael joined them, bringing courage to their alliance of immortal compromise. 

 

This was when Clerics first walked on the mortal plane. They served the Brightlord’s wishes well for a time. The world was a safer one, and purity was something many knew dearly. But greater than any act of impurity or hostility was time. Years rounded the corner into centuries, and before Tahariae had even blinked his Clerics had changed shape entirely. Patience gave way to sloth, and inaction became the work of the many. 

 

By the Second Age, no alliance or action proved worthy of Tahariae’s attention. He recoiled, for the world had failed him. But even in despair he did not abandon the chosen few descendants. With interest, Tahariae studied what had kept the realms of Malin, Urguan, Horen and Krug so pure, for even the actions of leaders tempted by the dark could not lead their people astray. Togetherness, he concluded, was what bound them. By joining into a greater compact, a society, descendants had long avoided corruption. Was it something inborn to their souls, he questioned? Or perhaps a learned value? Try as he might, Tahariae could not come to a satisfying conclusion. But still the results spoke for themselves. 

 

With the death of his dearest brother Xan, and the prior corruption of Malchediael, Tahariae understood the time to act was now. Were Malchediael to fall further into Ixris’ grasp, a terrifying future cried out in Tahariae’s dreams. He struggled with thoughts of a world in which Azdromoth, Iblees, and a fallen Malchediael joined together in a twisted Third Triumvirate, ruinous, dark, and vengeful. Motivated by this fear Tahariae saw a clear course of action. 

 

THE SECOND ACCORD 

In the Western wastes of Aevos where the dark run free and the dwarves dig deep, Tahariae came to find a woman destined to cross with his path by providence. He walked the woods as a great white stag, not out of place where the trees grow tall and the creatures are mighty. In time, he came across many righteous warriors and just Princes, but none struck him like a young woman called Anzünden. 

 

She was a simple functionary, executing law and carrying out her good Lord’s will with fervor and fidelity. To Tahariae, she was a symbol of what could be, so with great compassion he spoke to her. Not in words, but with light they discussed their thoughts and spoke their minds plainly. In time she was shown the Gilded Court and Tahariae’s host, their visions not the same but not so dissimilar as to dissuade the Brightlord. Anzünden proved the worth of the realm and of law, while Tahariae taught her histories long forgotten by the mortal man. 

 

Anzünden went forth with Tahariae’s restored confidence, a blessing, and a mission. The Brightlord’s gospel did not need spreading, but the petty fiefdoms of the descendants needed fortification. “GO, THEN, AND BOLSTER FERVOR AND SAFETY OF MORTALS,” he commanded her. “FOR THE END TIMES ARE CERTAIN AS THE DARK DRAWS NEARER. EVER MORE WE WILL WAGE WAR ON THE IMPURE.” 

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OVERVIEW

To Tahariae, Clerics are the shepherds of a wide, ever-changing flock. They are to act as guides and warriors, protecting descendants from the corruption of dark and aenguldaemonic interlopers.  Tahariae blesses the zealous priest, the righteous vigilante, and the honorable king. He has grown to greatly appreciate the rules and regulations that descendants have spent millennia writing and rewriting. Where his allies like Xan once shirked mortal obligations, Tahariae’s Clerics embrace them. 

 

Tahariae’s Clerics are expected to retain the world’s Purity- a strange and nebulous doctrine of Tahariae’s own making. To the Brightlord, Purity is a world free from the meddling of the Dark and the Daemons and Aenguls, where the mathic progresses as designed and all Greater Souls move to their final destinations uninterrupted. To that extent, Clerics are impure, as they are the product of divine interference. To remedy this, Tahariae has chosen to bless his Clerics with multiple ways to sacrifice themselves for the good of the pure, for in their patron’s eyes the Cleric is simply a necessary evil created to protect the purity of the masses. If the death of a Cleric is what it takes to ensure Purity, then his champions shall burn until all is sacred. 

 

HEALING & WOUNDS

Tahariae has blessed his Clerics with a common miracle in the spirit of protecting Purity. They can heal their allies at the expense of themselves and the impure. While not the sole charge of Tahariae’s Clerics, this still plays an important role in their place among the descendants. 

 

The following is a non-exhaustive table detailing wounds and their severity for the healing spells Lay on Hands and NAME:

Minor Wounds: Scrapes, Bruises and Lacerations.

Moderate Wounds: Broken Bones and Punctures.
Major Wounds: Impalement, Dismemberment and Mutilation.

 

CASTING TELL

[T1] The Silver Light of Tahariae (Combative) Passive

Tahariae's Clerics are blessed with a simple casting tell. They may draw forth Tahariae's light, conjuring simply shapes, images, and even small scenes with their light. This is required of Clerics as they cast, but may still be used simply.

 

Spoiler

The Silver Light of Tahariae is cast over [1] emote. It is evoked as a simple casting tell when preparing an ability, or it can be used to conjure images up to [1] by [1] by [1] meter. The silver light conjured with this spell will never be blinding, or brilliant enough to obscure anything.

 

Redlines: 

- The Silver Light of Tahariae is a casting tell OR a simple cantrip.

- The Silver Light of Tahariae is never blinding or obscuring. The spell cannot be used to hide things.  

- The Silver Light of Tahariae may occupy at most [1] cubic meter (a block).

 

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Three tenets bind Clerics. They are the only code by which Tahariae’s servants are expected to abide, allowing great personal freedom to his followers. Clerics are not bound by strict dogma or a defined ideology, and are allowed to protect the pure in whatever way they see fit so long as they remain truthful and do not forget that their presence is in and of itself impure. 

 

I: The Cleric is impure; Eos and Aos will never be free so long as they too walk. 

II: The Cleric is to remain truthful, never issuing falsehoods even to their enemies. 

III: Slaying the pure is unacceptable, as the pure are to be protected and the impure are to be made pure. 

IV: To uphold Purity is to ensure all souls are untarnished and free, and those who cannot be freed are to be punished.

 

When a Cleric is suspected of breaching their tenets they may be brought to trial by casting Judgement, the disconnection ritual. Ultimately, Tahariae’s direct meddling is minimal, leaving Clerics to build institutions of justice for themselves. The Brightlord’s mission is instead communicated through word-of-mouth and his rare appearances before his champions and mortalkind. 

 

Redlines:

- These tenets are not directly enforced by Tahariae and are instead interpreted and enacted by his Clerics. 

 

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Tahariae’s Clerics is a [3] slot magic, and may only be taught to descendants with uncorrupted souls, with some exceptions. Characters with lesser souls may not be connected to this magic. 

 

When a seasoned Cleric sees fit to pass on Tahariae’s powers to another they may undertake a simple ritual. Broadly, the connection ritual is freeform, requiring only two components. Firstly, the ritual must take place within an area enchanted with the Greater Ring of Warding. Secondly, it must take at least [3] emotes, wherein the Cleric manifests Tahariae’s Silver Light and surrounds their student-to-be, burning away impurity in them. This may redeem evildoers and those unwillingly bound to the Dark, such as Corcitura, though not unfortunate Cursed Children. 

 

The connection ritual will disconnect a student from Dark or Deific magics similar to the ritual Funerary Flame, though this comes at a cost. If a character with a Dark or Deific magic is connected, they permanently lose [2] magic slots as a portion of their soul is painfully burnt away.  

 

- Tahariae’s Clerics is incompatible with Dark, Deific, and Voidal Magics and Feats

- Characters must have a greater soul to be connected to Tahariae’s Clerics

- Connection to Tahariae’s Clerics requires out-of-character consent. . 

- When connected, a character will be cured of their cursed and afflictions. This includes the Corcitura curse and other illnesses. 

- After connection, Clerics may still be cursed by Naztherak; they are not immune to this ability. 

- This may not be used as a way to cure these curses unless they are being connected to Tahariae’s Clerics. 

- The connection ritual is rare knowledge and must be marked on a Cleric’s MA when taught. 

 

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[T1] Divine Light (Combative) Passive

Tahariae promises strength, conviction, and direction. To this end, he fills the hearts of his Clerics with a Divine Light. By constantly expending mana the Cleric is granted health, ensuring their souls are strong enough to ward off illnesses both mundane and magical. 

 

Spoiler

The Brightlord saw to it that the Cleric’s body would always remain strong. They are made immune to mundane illnesses, necromantic plaguecraft, and even the Corcitura curse. However, the Brightlord’s Blessing comes at a cost. By constantly expending their mana, Cleric’s bodies are left weakened, unable to connect to their magic if they wear heavy armor. 

 

Clerics will undergo a series of mental changes immediately upon connection. They will find that they take comfort in convention and regularity, enjoying strong boundaries and rules. Additionally, they will become set in their ways once they develop a sense of routine, making it difficult to change a Cleric’s ways or meaningfully alter their behavior. This makes Clerics natural rule-followers and enforcers, but equally stubborn and at times uncooperative.

 

Redlines: 

- Divine Light will prevent a Cleric from contracting the following bodily and soul-borne illnesses: mundane illness, illness transmitted through Necromantic Plaguecraft, and the Corcitura curse. 

- Divine Light will NOT prevent the effects of Witch Doctor: Hexes and Curses, Voidstalker: Wither, Naztherak: Boons and Banes, Mysticism: Ennervation, Frost Witch: Frost Cursing, and any other affliction of the soul. 

- Clerics are unable to cast  if wearing heavy armor. 

- Clerics will become stubborn but not immovable. They will be vindictive but not entirely uncompassionate. Their connection’s side effects are basic impulses, not total changes to their personalities. 

 

[T1] Lesser Ring of Warding (Combative) Active

To prevent their allies from suffering greatly against the magics of the impure, the Ring of Warding was created to impose a barrier to those seeking to harm their allies. By creating a powerful ring and invoking Tahariae’s powers in an uninterrupted stream, a Cleric may stall their enemies’ powers. 

 

Spoiler

Ring of Warding is cast over [3] emotes. First, a Cleric will manifest Tahariae’s silver light around their hands. Second, the light will flow outwards in a ring illuminating [5] blocks around them in every direction with the strength of a torch. Lastly, within the area of effect, silver light will gather around every character’s feet. Ring of Warding will persist for [3] emotes from the spot the Cleric cast it on, not moving with its caster.

 

Ring of Warding acts as a powerful dampening effect, suppressing surrounding dark and deific magical connections. While the spell is active, characters with Deific or Dark magics within its area of effect must spend [1] emote to overcome Ring of Warding to regain their connection to their magic. This can be done through freeform expression of their magic with their full focus, such as a Mystic expelling their ectoplasm or an Azdrazi surrounding themself with their Dragonsflame. 

 

This spell may be cast TWICE per-combat encounter. 

 

Redlines:

- Ring of Warding effects the magic connections of characters with Dark or Deific connections. This does not include voidal mages or atronachs

- Ring of Warding does not suppress enchantments of any kind within its area of effect. 

- That is to say, a Naztherak’s cursed idol would still function fully, but they could not cast their magic from their grimoire without spending [1] emote disrupting Ring of Warding’s hold on their soul. 

- Ring of Warding is immediately disrupted by thanhium; their effects do not stack. 

- Ring of Warding may not be used to metagame dark or deific magics. 

- Characters may overcome the dampening of Ring of Warding is an aesthetically freeform action over [1] emote. Once they have overcome the magic, they are unimpacted by Ring of Warding for the remainder of the encounter. 

- This emote will count as a significant action, meaning a character may not attack, cast, or move more than [4] blocks while overcoming Ring of Warding. 

- Characters who have overcome Ring of Warding once in an encounter are immune to all future castings of the spell for the duration of their encounter. 

 

[T2] Lay on Hands (Non-combative) Active

Healing is an ancient and important task handled by many holy mages and Clerics are no different. They may cauterize wounds with holy light so long as they adopt an injury of equal severity themselves. 

 

Spoiler

Lay on Hands is cast over [2] emotes to heal moderate wounds and stabilize major wounds, sealing them with holy light to prevent incapacitation and significant injury. First, a Cleric will call the silver light of Tahariae upon their hands above the wound they wish to heal. Second, the silver light seals the wound with fresh scar tissue, tearing a similar wound into the body of the Cleric. 

 

Lay on Hands prompts the soul to regenerate the body, rapidly burning away at the target’s mana. The target’s injury will rapidly heal, a moderately broken bone will be set and repaired, and wounds will seal themselves shut. Lay on Hands will not repair entire organs or systems such as regrowing a missing hand or replacing a missing eye. The target may feel lethargic and that is difficult to cast after having a wound repaired by Lay on Hands. 

 

However, Lay on Hands comes at a significant cost to a Cleric. If a Cleric is healing a wound, they will adopt an injury of similar and proportional severity. A broken hand is proportional to a broken foot, and a broken wrist is proportional to a broken ankle. 

 

This ritual may be cast TWICE per-day. 

 

Redlines:

- Lay on Hands may fully heal minor and moderate wounds (within reason) and stabilize major wounds. 

- Stabilizing a major wound is defined as preventing further harm from the injury, such as stopping blood loss or burning away significant infection of a limb.  

- Lay on Hands does not regenerate lost limbs or restore lost organs, though it can return simple superficial body parts such as a lost finger, or reshape a broken nose. 

- A Cleric adopting a wound of “similar severity” may use the following as a general (but non-exhaustive) guide: 

- Hands and feet are similar.

- Arms and legs are similar. 

- Lost fingers, toes, the nose, and earlobes are similar. 

 

[T2] Retribution (Combative) Active

Tahariae’s Clerics are given a unique mission: upholding their patron’s vision of Purity. As Clerics can adopt the wounds of their allies, so too can they heal them at the expense of their enemies. By upholding the shape of the soul, the Cleric can ensure Purity’s victory. 

 

Spoiler

Retribution is cast over [3] emotes. First, the Cleric will channel the Silver Light of Tahariae and mark an ally with a glowing silver silhouette, the marked ally shining as bright as a torch. Second, the Cleric’s weapon glows with a faint silver aura. Third, the Cleric will strike an enemy, healing a wound on their marked ally proportionally to their strike. Alternatively, a Cleric may opt to hold their strike for [1] additional emote to delay the casting until their next emote. If a Cleric fails to strike someone on either emote, Retribution fizzles out and fails, still consuming a spell charge.

 

The Cleric’s strike will not heal every injury. Their healing is proportional; Retribution can heal a moderate injury if a Cleric lands a moderate strike. 

 

This spell may be cast TWICE per-combat encounter. 

 

Redlines:

- Retribution may not target the caster or the same character twice in an encounter.

- Retribution may be held for [1] emote, pausing to hold the spell's charge instead of attacking on the third emote. If the caster holds their charge, they may cast it on the next emote. If they do not attack, Retribution fails to cast.

- Retribution will not heal unless delivering an unblocked strike to an enemy with a greater or altered soul. 

- Characters with lesser souls (musin, etc.) will not allow a Cleric to heal with Retribution. 

- Striking a Machine Spirit will not allow Retribution to heal, as the Machine Spirit’s frame is not part of its soul blueprint. 

- Retribution may heal a wound proportional to the damage inflicted by a Cleric’s strike. 

- Retribution’s healing power follows the Wound Table; if a Cleric shatters an enemy’s wrist with a strike from a mace, they could heal a broken bone on an ally.  

- Retribution does not regenerate lost limbs or restore lost organs, though it can return simple superficial body parts such as a lost finger, or reshape a broken nose. 

- When healing wounds with Retribution, a Cleric may heal similar wounds. Clerics may use the following as a general (but non-exhaustive) guide: 

- Hands and feet are similar.

- Arms and legs are similar. 

- Lost fingers, toes, the nose, and earlobes are similar. 

 

[T3] Ring of Protection (Combative) Active

The Brightlord, inspired by his earliest champion’s wards, granted his young Clerics an inspired tool: The Ring of Protection. By surrounding their allies in his light, a Cleric may redirect harm from their allies to themself.   

 

Spoiler

Ring of Protection is cast over [3] emotes. While in combat a Cleric will first channel Tahariae’s Silver Light and select up to three allies within [8] blocks of themself. Second, they will verbally speak on protection in some capacity. Lastly, the Cleric and their allies will find themselves wrapped in Tahariae’s silver light, illuminating as strong as a torch for [2] emotes. 

 

When a character targeted by Ring of Protection is attacked while the spell is active, the light surrounding them will flare up for a moment, solidifying and halting the momentum of moderately powerful attacks levied at them. The momentum and damage from the attack would be redirected to the Cleric themself. Ring of protection will not stop attacks that would inflict a major wound (impalement, loss of a limb, etc), nor projectiles and spells. 

 

This spell may be cast TWICE per-combat encounter. 

 

Redlines:

- Ring of Protection’s shielding ability fades after [2] emotes.

- Ring of Protection shields only against minor and moderate wounds, and cannot stop major wounds. 

- If a Cleric were to die from a wound redirected from Ring of Protection this would not count as suicide, still affording them access to Monk Revival. 

 

[T3] Ring of Purity (Combative) Active

Aurum, though common and humble, is a sacred metal to the Cleric. It is emblematic of all that they stand for; purity, decisive action, and security. It is no wonder that Tahariae has then granted them the ability to mimic its powers for a careful few moments. He has seen its effectiveness when employed by descendants,  

 

Spoiler

Ring of Purity is cast over [2] emotes. While in combat a Cleric will first channel Tahariae’s Silver Light and select up to three allies within [8] blocks of themself. Second, they will verbally speak on Purity in some capacity, and their allies will find their weapons shine with Tahariae’s silver light, illuminating as strong as a torch, and that they now carry the effects and durability of Aurum for [1] emotes. 

 

This spell may be cast TWICE per-combat encounter. 

 

Redlines:

- Ring of Purity cannot change targets, and its targets must be properly indicated on the first emote of casting.

- Ring of Purity’s enchantment cannot be cast on arcanium, thanhium or argentum weapons or weapons enchanted with auric oil

 

[T4] Greater Ring of Warding (Noncombative) Active

The Clerics of ages long passed once were able to ward off entire cities, protecting them from harm and the impure. Though their magic echoes softer now, the Brightlord’s boons still include similar powers. The Greater Ring of Warding is a permanent enchantment, granting a large swathe of land the sealing abilities of its lesser counterpart. The impure will find their powers weakened within its area of effect, requiring strength and effort to overcome, though with increased duration comes a lack of potency. 

 

Spoiler

Over [6] emotes [3] Clerics may enchant an area to create a warding ring that dampens the connections of the impure. First, the Clerics manifest the Silver Light of Tahariae and will trace a circle with a [15] block radius around an item, object, or small structure of significance of their choice, this action requiring [3] cumulative emotes to accomplish (meaning each Cleric must spend one emote drawing a portion of the Ring). Second, one Cleric will stand in the middle, surrounding an item, object, or structure of significance with Tahariae’s Silver Light. Third, the second and third Clerics will stand outside the ring and call out to Tahariae, their light growing stronger than ever before. 

 

Once the ritual is complete, silver light will radiate from the enchantment’s target like a bonfire. It will form a ring marking its boundaries with thin, but noticeable silver light. The enchanted item or object will become heavy, planted in its spot by Tahariae’s magic, becoming unmovable while the enchantment is active. 

 

All characters with Dark or Deific magics (excluding other Clerics) will find their connections are dampened, requiring some effort to overcome Tahariae’s magical seal. Over [2] emotes they may focus inwards and reconnect to whatever power they draw from. Unlike the Lesser Ring of Warding, while reconnecting, characters do not need to exhibit a magical tell. 

 

The Greater Ring of Warding protects the object its enchantment is placed on, granting it supernatural durability. To destroy the object and the enchantment requires [6] strikes from mundane weapons or [3] strikes from weapons enchanted with a Dark or Deific magic. Once destroyed, the object will shatter along with the enchantment, broken rather than simply disenchanted. Alternatively it may be abjured by Thanhium or a Transfigurationist, destroying the enchantment but not the item itself. 

 

After creating a Greater Ring of Warding, all Clerics who participated in the creation ritual must wait two years (14 out-of-character days) before participating in the ritual to create a Greater Ring of Warding.

 

Redlines:

- Greater Ring of Warding may enchant an item, structure, or object so long as it is physically unobstructed and directly visible.

- This includes handheld objects,  altars, small trees, coffins, or any other item within reason.

- Structures do not include rooms. There must be a specific thing that is enchanted. 

- Greater Ring of Warding requires a Story Team sign indicating its area of effect. This sign may NOT be hidden. 

- Greater Ring of Warding’s area of effect does extend through walls or barriers and does NOT impact Voidal Mages and Voidal Enchantments

- When the item or structure that Greater Ring of Warding is cast on is destroyed, the enchantment will fail. 

- It takes[6] strikes from a mundane weapon to destroy an item enchanted with Greater Ring of Warding, or [3] strikes from a weapon enchanted with a Dark or Deific magic to destroy an item enchanted with Greater Ring of Warding. 

- Alternatively, the Greater Ring of Warding may be abjured by thanhium, or transfiguration over [1] emote. This does not destroy the enchanted item. 

 

[T4] Funerary Flame (Noncombative) Active

By giving their blessing and turning fire holy the strongest of tarnished souls may be punished for a time, spared damnation if their actions in life are virtuous. The Funerary Flame is a sacred ritual whereby the world is made pure and the souls of the unworthy may still be saved. It is not to be used frivolously, but instead with reverence. 

 

Spoiler

Funerary Flame is cast over [5] emotes by [3] Clerics, allowing them to bless a pyre to purge a living descendent of impurity. First, with a descendent atop an unlit pyre, the Clerics will manifest their light and set flame to the pyre. Second, they will cover the descendant in Tahariae’s light, the fire beginning to harmlessly crawl along the target’s body, scorching to the soul. Third, they will bring the light to encompass the entire pyre along the flame. Fourth, they will expel their light upwards to the sky, piercing to the stars. Fifth, the light will burn away the impurity of the descendant’s soul, bearing a searing pain that brings with it a lasting judgement and a reminder that they were spared. 

 

Upon completion of the ritual, the Cleric leading the ritual will decide on one of three punishments to administer to their target. This curse will bind itself to their soul for one year (seven out-of-character days):

One: The target’s body is marked with Tahariae’s silver light, causing them to rapidly expend their mana. This weakens them, restricting them to at most medium armor until the curse is lifted. 

Two: The target’s mind is marked with Tahariae’s silver light, making their connection to magics difficult. If the target is struck by a spell of [Tier 3] or greater, they will be disconnected from any magics and must wait [3] emotes before reconnecting. 

Three: The target’s soul is branded with Tahariae’s silver light, causing it to become exposed and weak to magics. If the target is struck by a spell of [Tier 3] or greater, their movement will be restricted to [3] meters (blocks) per-emote for [2] emotes. 

 

Alternatively, if a Cleric is burnt on a pyre with Funerary Flame they may disconnect from their magic, their body burning away under the holy fire. It will then turn into a marble statue as the flames take them. Clerics burnt atop Funerary Flame will feel warmth, comfort, and a supreme sense of wellbeing. Upon their disconnection and death, their soul will enter the soulstream unclaimed by Tahariae, free to progress to its final resting place, wherever that may be. 

 

Redlines:

- Funerary Flame requires [3] clerics to cast, one of whom must be [Tier 4].

- Funerary Flame’s curses last for seven out-of-character days. 

- Funerary Flame’s fire does not cause pain to a target’s body, but it burns painfully at their soul. 

- After Funerary Flame is successfully cast on a Cleric who chooses to drop Tahariae’s Clerics and permanently dies, a story team-signed marble statue will be placed at the location of the ritual’s casting. 

- The marble statue left behind may be moved (or stolen) by [4] descendants worth of strength (two orks, one olog, etc). 

- The statue may be broken with [5] strikes from mundane weapons, leaving behind a pile of rubble.

- Recasting Funerary Flame on the rubble may repair a destroyed statue. 

 

[T5] Consecration  (Noncombative) Active

The Cleric’s universal mission is the cleansing of impure anomalies in the mortal realm. To this end, Clerics are entrusted with a formidable ritual which allows them to destroy many enchantments– though, a good warhammer can deal with most of them too. 

 

Spoiler

Consecration is cast over [6] emotes by [2] clerics. First, each Cleric will manifest Tahariae’s silver light around them and plant their hands to the ground, forming a ring of silver light. Then, each Cleric will project the light into the targeted place or item, linking it to the glowing ring with their magic. Lastly, the silver light will form an octagon within the ring as Tahariae’s magic overwhelms the magics of their target. The enchantment will be lifted, its magic totally destroyed, leaving behind only the material enchanted. 

 

Casting this ritual will not heal or restore something, someone, or somewhere. Gatroves cursed by Naztherak will not spring to life, and the land will remain scarred and dead for a time. Consecration only disrupts the dark and deific mana, not its host.  

 

Consecration is effective in destroying Naztherak Cursed Idols, Gatrov Trees; Shamanic Hexes and Spirit Totems; Cleric Greater Rings of Warding; Nephilim Dracanium Inscriptions and Drakeshrines; Druidic Fae Rings; Mysticism Hexes; Blood Magic Quieting, Material Ensorcellments, Flesh Ensorcellments and Gilding; and Necromancy Heaith-Hedran Rifts. If healing a Heaith-Hedran Rift, [3] or more Clerics must cast Consecration. 

 

Redlines:

- Consecration can ONLY disenchant the listed enchantments. 

- Disenchanted land may be altered with RO permission to represent the cleansing. 

- The disenchanted item may be replaced by a player-signed item

- Consecration is ineffective on descendants or transformed descendants. However, if an enchantment is placed on a character, the enchantment itself may be removed by casting Consecration on their target. 

- If this is done, the subject may feel a searing pain as the ritual is cast, which grows as the ritual progresses.  

- One of the Clerics casting Consecration must be [Tier 5]. 

- If healing a Heaith-Hedran Rift, at least two of the Clerics must be [Tier 5].

 

 

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Committed for Trial, Frank Holl

 

[T5] Judgment (Noncombative) Active

For the violation of their covenant, a Cleric may be put to trial. The accused will stand to defend themself before a mediator, their blessings at stake should they fail to prove their innocence. Ultimately, the trial is a show of good-faith. Tahariae does not watch his champions’ actions at every waking moment and instead puts great trust in them. 

 

Spoiler

Over [3] emotes two clerics who suspect another of breaking their tenets may form a binding silver ring in which a fair and just trial will be conducted. First, a ring of silver light will grow from the feet of the first caster. Secondly, the second caster will manifest the silver light of Tahariae over their heart. Thirdly, the circle will expand [8] blocks from the first caster in every direction (a [15] x [15] square), sealing the three Clerics within the square. Once cast, Tahariae’s binding magic will seal weapons in their places, suddenly too heavy to be lifted. Only connected Clerics may enter the square after Judgment is cast unless the spell were to be broken. 

 

Judgment is a ritual used to disconnect Clerics. In it, one Cleric will accuse another of breaking the Tenets of Tahariae. The Cleric who initiates casting the spell will stand as the Accuser, and the one who assists in casting will be the Mediator.  The Cleric brought to trial will be the Accused. It is the Accuser’s role to argue the Accused’s guilt to the Mediator. The Accused will defend themself however they see fit. Other Clerics may enter the square but may only speak if prompted by the Mediator. 

 

Once the Mediator has allowed both the Accuser and the Accused to speak freely at least once they may determine that the Accused is either guilty or innocent. If they find the Accused guilty of breaching the Tenets of Tahariae they may opt to either disconnect the Accused for two narrative years (two out-of-character weeks) or permanently, stripping them of their connection to the Brightlord. 

 

Redlines:

- Judgment restricts non-clerics from entering the ring after it is cast. 

- Other characters may participate in the trial if they are within Judgement’s area of effect, but they may not stand as the Accuser, Mediator,  or Accused. 

- Connected clerics may enter the ring after Judgement is cast. 

- Judgement may only be cast on connected Clerics. 

- The Mediator may sentence the Accused to either a two week disconnection, or a permanent disconnection. 

- Judgment’s effects will immediately cease should violence break out inside or within [8] blocks of Judgement’s area of effect. 

- Characters outside of Judgement’s area of effect may immediately interrupt the spell with [1] strike to the border of the ring. 

- Judgement is not meant to be PERFECT or FAIR. It is a ritual that can and will be used incorrectly or maliciously, but this is a problem Tahariae has left to his Clerics to solve. 

 

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While Clerics are naturally adept healers and combat controllers, their weaknesses are almost mundane. Tahariae’s chosen ones- much like the Paladins who came before them- are extraordinarily weak to Voidal Magic. Their weakness begins in the body and then extends to their casting ability the more they are exposed to the Void’s destructive power.

 

When struck by a spell of Tier[ 3] or above from a Voidal Mage, a Cleric will find themself instantly disconnected from Tahariae’s Light and burdened with sluggishness as their soul works to repair itself. For [3] emotes they will be unable to reconnect to Tahariae’s magic and will become sluggish, able to move [3] meters (blocks) at maximum. If they are struck by a spell from a Voidal Mage again during this time, the Cleric will be unable to reconnect to their magic entirely for [7] out-of-character days (one narrative year). When struck by a simpler spell (Tier [2] or below), a Cleric will not be disconnected, but will incur the same sluggishness.

 

Clerics spells are entirely unable to target voidal mages and their enchantments with their spells. For example, a sword with a minor enchantment cannot be targeted with Ring of Purity, and Lay on Hands could not be cast on a Voidal Mage. This is because Tahariae’s magic, overengineered to combat the impure and the dark, is entirely destabilized by voidal magic. 

 

Redlines:

- If a Cleric is struck by a voidal magic spell they will be unable to move more than [3] blocks for [3] emotes. 

- If the spell is Tier [3] or above, they will be disconnected and unable to cast for [3] emotes. 

- If they are struck again, they will be unable to connect and cast for [7] out-of-character days.

- During this time, the Cleric may not assist in rituals or in disconnection.  

 

AD_4nXcdcvcllnSjfc-_iIKcmbDzkQq032CsqARB8UiTVLeEnm8eDMY0aLBK1tNo6W3dz-_0kHIAtt_WKaEMuQEz3wOk3FF7MMw5Ay_o4lByITepgX7ZfWfGI_0ZKeH_V6Nk9EPFQO8Onw?key=MIWLasrDG_b8wTx-skN7UDve

AD_4nXfzATLdYKeC_6Wz8nIbtBjGNpWT2f3cMAXkucqExYRpXUaS116K7FC7qGtKO0oroCWwJ-9ZHAfMg2gfasXZxCNI1tL283vsn3U9Gk-O3As8bj8zuoDF-VM3g3Y8IpKmDpPm7Kcf?key=MIWLasrDG_b8wTx-skN7UDve

Repentance, Revelation, and Redemption

Clerics do not necessarily learn their magic at an ordinary pace. Instead, the intermediate Cleric must undergo a series of Rites to progress through their studies, proving their dedication to their own purity. These are a series of three actions intended to grow more and more extreme, ultimately necessitating a Cleric to purify another if they intend to master their magic and spread their gifts. 

 

Redlines:

- From [Tier 1] to [Tier 2] a Cleric does not need to complete a specific trial. 

 

The Rite of Repentance [Tier 2 → Tier 3]

As an emblem of his trust, Tahariae sought to grant his Clerics a great deal of independence. Thus, he required a Cleric lay their life bare, to allow others to know them completely, and for those to whom they reveal themself to rebuke the Cleric should they so desire. 

 

Spoiler

The first task issued to a fledgling Cleric is a simple one. To progress to Tier 3, they must recite their journey through life and as a Cleric to two other Clerics. If both Clerics deem their life one befitting of Purity, the Cleric will be able to advance to Tier 3. 

 

Redlines:

- To complete the Rite of Repentance a Cleric must verbally recite the story of their life to two Clerics who are Tier 3 or greater. 

-  The Clerics listening to the recitation may deem a Cleric unworthy of progression for any reason, but are expected to do so in good-faith. 

- If a Cleric is not deemed fit to progress, they must wait one year (one out-of-character week) before they may again undertake the Rite of Repentance.   

 

The Rite of Revelation [Tier 3 → Tier 4]

Tahariae wishes for his Clerics to be worldly. He saw the failure of Xan’s chosen sons, as they became cloistered and reclusive. Instead, to near the mastery of their powers, a Cleric must undertake a great pilgrimage. On this journey, they are to travel to spend at least two years traveling between the mortal realms, recording their journey.  

 

Spoiler

The second task to progress is more involved than before. The Cleric’s teacher will assign them a pilgrimage which must last at minimum two years (two out-of-character weeks) and at maximum four years (four out-of-character weeks). During this pilgrimage, the Cleric must record a written record of the journey. This may be represented by a forum post, a book or note item, qa google doc, or any means suitable to their teacher. Upon their return, they will deliver the record to their teacher, who will then signal their approval or disapproval. 

 

Redlines:

- The Rite of Repentance is a simple pilgrimage directed by the Cleric’s teacher. The teacher will assign their student a goal or a collection of locations to visit, and the student must return with a written record of their journey. 

- If a Cleric is not deemed fit to progress, they must wait one year (one out-of-character week) before they may again undertake the Rite of Revelation. 

 

The Rite of Redemption [Tier 4 → Tier 5]

To prove their dedication to Tahariae’s cause, a Cleric’s final act will be the use of their Funerary Flame. The Brightlord demands they cleanse the soul of the impure. A Cleric will only be able to progress to Tier 5 after they have cast Funerary Flame and cast free a soul. 

 

Spoiler

The final task to define their mastery of their magic necessitates a Cleric use their powers to purify another’s soul. This is done by participating in the casting of the ritual Funerary Flame on another descendant. The casting does not necessarily need to be successful, as there is no way for a Cleric to know in-character whether or not the casting succeeded.

 

Redlines:

- The Rite of Redemption is completed by participating in the casting of Funerary Flame at the direction of their teacher.

- The casting of Funerary Flame does not need to be successful to complete the Rite of Redemption.    

 

Tier Progression

Tier 1 [Weeks 0-1]: The Cleric’s body is reinforced and they begin to fall into routine and patterns, and they may slow the casting of their foes. 

Spells Learned: Tahariae's Silver Light, Divine Light, Lesser Ring of Warding

Tier 2 [Week 2]: The Cleric gains access to two powerful healing abilities, allowing them to adopt a supportive role in combat and heal the injured outside of it. 

Spells Learned: Lay on Hands, Retribution

Tier 3 [Week 3]: The Cleric may now bless their allies, shielding them from harm or allowing them powerful boons to swiftly progress a battle. 

Spells Learned: Ring of Purity, Ring of Light

Tier 4 [Week 5]: The Cleric may now shepherd the souls of the impure, ushering them on to the afterlife or away from their impure influence. 

Spells Learned: Greater Ring of Protection, Funerary Flame

Tier 5 [Week 8]: The Cleric’s prowess is now masterful, allowing them to heal multiple allies at once, cleanse impure enchantments, and disconnect other Clerics. 

Spells Learned: Consecration, Judgement

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I think Clerics are cool & I love Dungeons and Dragons, just like you. Please accept. I am not a bugman.

 

I like it when the spells of my magic tell a story, and I think I have accomplished that. Clerics start out as fledgling students who can basically only conjure a flashlight, with their first major breakthrough at Tier Two when they unlock their healing abilities. Then, as the grow more competent they are able to lead and participate in advanced rituals that express how Tahariae wants to change the world. Purity is to be protected, but only when a Cleric is ready. This is reinforced by the conditions for progression, which I think are a soulful touch.

 

When creating combative spells, I tried my hardest to make Clerics weak alone (duh), but useful with friends. I love adventuring parties and traditional RPG tropes, and I think it is appropriate to express those in combat. Ideally, this Cleric submission would be played as more than that, though. Clerics will be avid rule-followers, someone's "top guy," and investigative monster-hunters. I don't want Clerics running around just blasting people, so I've encouraged them to end combat WITHOUT forcing death. This is accomplished first, by giving them a CURSING SPELL, and SECONDLY, their tenets say, "hey, please don't murder people," so theoretically, Clerics shouldn't be murdo-hoboing (despite having a versatile combative kit), but instead, engaging in good-faith combat, and leaving their enemies with something more to roleplay with.

 

Lastly, I think the disconnection spell deserves special attention. Ultimately, the tenets and culture are all player-enforced. I really hate seeing reports compiled on people to get them disconnected from a magic, but 1v1 duel disconnection doesn't work either. So, to fit with Tahariae's ideas of Justice (a theme carried by the many RULES of this magic), Clerics must take each other to court to disconnect themselves. Obviously, this can be rigged, but if you rig a trial that is grounds for disconnection. Tenetbreakers must live watching over their shoulders, so to speak.

 

I think this submission creates rules-based Clerics that exemplify justice, and uphold purity. But Tahariae isn't there to tell them what Purity means all the time...

 

Beg for this magic NOW!!!

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Feedback: gaja, wowj, meowmaxer, childneglecter, hugo, & funtzu

Formatting: me & childneglecter

Moral support: wowj, funtzu, & hugo

Wowj: wowj

 

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5 minutes ago, Benleft said:

Beg for this magic NOW!!!

 

PLEASE PLEASE PLEASE GRANDFATHER ME PLEASE I BEG YOU IM ALSO /SRS IM NOT LYING OR JOKING PLEASE UNIRONICALLY TEACH ME

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ON MY HANDS AND KNEES BEGGING FOR MAGIC FROM BIG BEN!!!! 

⸂⸂⸜(രᴗര๑)⸝⸃⸃

 

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*Jeffrey de wees watches in AWE as Ben the cleric fixes his failing liver from alcoholism

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I WANT BENLEFT TO TAKE THE SHOT

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Spoiler

RAAAAAAAAAAAAA ANOTHER ONE

 

 

⠀⠀⠀⠀⠀⠀⠀⠀⣠⣶⠋⠉⠉⢹⠦⣄⠀⠀⠀⠀
⠀⠀⠀⠀⠀⠀⢀⠞⠁⠀⠀⠀⠀⠀⢳⡺⣆⠀⠀⠀
⠀⡀⠀⠀⠀⠃⣾⣚⠆⠀⠀⠀⠀⠇⠀⢹⣻⠀⠀⠀
⢰⣿⣿⣦⠀⠀⢿⣩⡀⠀⡀⠀⠀⡀⢀⣽⣿⠀⠀⠀
⣾⣷⣳⣻⣷⣶⡾⣿⣶⣦⡀⣢⣀⣧⣾⣿⠃⠀⠀⠀
⢸⣮⡧⠁⠽⣿⡇⠈⠻⣿⣿⣿⣿⡿⠛⠉⠀⠀⠀⠀
⠀⢻⣶⡌⠭⣿⣗⣲⣾⡏⠓⠿⠧⣄⡀⠀⠀⠀⠀⠀
⠀⢰⣿⣿⣦⣠⡌⠛⠒⢼⠍⠉⣩⣬⣧⠀⠀⠀⠀⠀
⠀⠘⠻⠛⠋⠉⣻⢦⡂⠈⢲⣿⣿⡿⠋⠀⠀⠀⠀⠀
⠀⠀⠀⠀⠀⢀⡟⢫⡙⢛⠿⡿⢿⡇⠀⠀⠀⠀⠀⠀
⠀⠀⠀⠀⠀⢸⣅⠀⠁⠈⠀⠉⢸⠀⠀⠀⠀⠀⠀⠀
⠀⠀⠀⠀⠀⢸⠲⠀⠐⠀⠀⠚⢸⡀⠀⠀⠀⠀⠀⠀
⠀⠀⠀⠀⠀⣿⡆⠀⠀⢸⠀⠅⢭⡇⠀⠀⠀⠀⠀⠀
⠀⠀⠀⠀⡼⠈⢳⣼⡄⠈⠀⠀⣺⠇⠀⠀⠀⠀⠀⠀
⠀⠀⠀⣼⡙⢱⣿⣿⠇⠀⣀⢾⣿⣀⡀⠀⠀⠀⠀⠀
⠀⠀⣼⠙⢸⣼⣿⡟⠀⢠⢸⣺⣿⣿⡟⣗⢦⣀⠀⠀
⠀⠀⢿⣌⣿⣿⣿⠇⠀⠀⣺⣿⣿⣾⣿⣿⣿⣾⣿⡦
⠀⠀⠀⠉⠉⠀⢸⣄⠀⣠⣿⣿⠿⠛⠛⠉⠉⠛⠋⠀
⠀⠀⠀⠀⠀⠀⠈⠛⠷⠞⠋⠁⠀⠀⠀⠀⠀⠀⠀⠀
⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⡀⠀⠀⠀⠀⠀

 

PLEASE BEN PLEAAAAAAASE 

ILL BE GOOD!!!!11!!!1!!

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Simple, clean (Not overcomplicated), but still following the theme perfectly! Good job @Benleftand all the helpers and supporters!

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CyW26G8.png 

 

Spoiler

To clarify, all of them are great. Always gotta support your friends, though !!

 

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I'm not sure about some of the focuses in this magic on the soul and healing. Honestly, it's giving more of a rework of Ascended than a new Tah magic based on the new lore, which I feel has more of an emphasis on purging impurity with zero tolerance, and I would expect a new cleric write to have more of a zealous focus, all the soul stuff is really more in line for an Aeriel magic. I do really like the concept for this magic, I just don't see it fitting for Tah, especially following his new write.

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30 minutes ago, Llir said:

I'm not sure about some of the focuses in this magic on the soul and healing. Honestly, it's giving more of a rework of Ascended than a new Tah magic based on the new lore, which I feel has more of an emphasis on purging impurity with zero tolerance, and I would expect a new cleric write to have more of a zealous focus, all the soul stuff is really more in line for an Aeriel magic. I do really like the concept for this magic, I just don't see it fitting for Tah, especially following his new write.

we are not getting ascended back we may aswell have its niche end up somewhere

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I can't tell if this is meant to be taken as a serious submission or not. There's too many memes and shit in the lore that makes it genuinely hard for me to tell. 

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Can certainly say this is a more unique route. I get Tahare's over zealousness can come into play but this does kinda fill the neiche of a cleric without overly bloating the magic with overly broken abilities.

If zealious is an issue could add a mental effect that makes em think they are of a higher moral standing then everyone. Or can see others as unclean and kinda make it a mission to try to ''save'' em. (just a idea) Just as a thought since it feels some posts seem really murderhoboy with low counters.

Kinda based 👍

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i'm biased but (in my opinion) benleft is the goat and this is the best one smile

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