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[✗] [MAGIC LORE] CANON ADHERENCE

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Xarkly

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Cartoon Eating Sticker

 

Spoiler

Already sent my thoughts about the piece to Julius; overall, I enjoy it a lot more than the prior two variants.

 

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4 minutes ago, Pallodium said:

Cartoon Eating Sticker

 

Hi - it may be helpful for everyone to articulate your opinion in a way that can be engaged with and built on. It seems to be a common trend among some groups to post stuff like this without really reading, engaging, nor trying to have a discussion. 

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here once again to express my support for the goated writing duo conor and joolius.

 

+1

 

p.s. amazing format once again : ) i love the dividers.

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might be used -1

not even vaguely japanese -1

useful to canonists (70% of playerbase) -1

 

please add more redlines and clarify how this interacts with robots (from warhammer 40k)

also please add a mandatory soul harvesting mechanic. 1 player kill per week

 

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easily readable in the new format while still holding prior aesthetics :D

+1

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5 minutes ago, indiana105 said:

might be used -1

not even vaguely japanese -1

useful to canonists (70% of playerbase) -1

 

please add more redlines and clarify how this interacts with robots (from warhammer 40k)

also please add a mandatory soul harvesting mechanic. 1 player kill per week

 

plot twist about the source actually being an existing evil demon is missing from this lore

 


i like the holy magic just being holy without needing some sort of dark edgy reveal
+ the reduced spell list is a big improvement from the massive catalogue on the original attempts

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No matter how much they try to ban the seasonings, these two chefs always cook + 1

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Imagine putting this much effort into something and the team who is meant to look at it leaves vague gifs to dog on you...

 

I think it looks great. And for all the grumbling I hear about how wary staff are of including human nations in ST events and storylines, I think something like this would go a long way into bridging that divide and perhaps opening a door into this very prestigious and top-tier roleplay that seems to often be confined to the same 30 or so players at any given time. +1

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I'm usually wary of humans having magic because GENERALLY the aesthetic of humans is to be low fantasy, but I like this. I think it fills a different niche than Malchediael's Radiant Templars which is the current route Canonists go down to have holy magic while still being faithful Canonists.

 

My only concern is that I think this form of magic should be rare and only practiced by hardcore Canonists, not widespread and casual like housemagery. I'd want to see it only being used by people who know more than the surface level of Canonism, and it should be a rare, miraculous occasion to see it used that people can look on with awe. I think this will come down to the teaching of it by people who are grandfathered in, who I assume will teach the magic strongly interwoven with the religion and history anyway!!

 

Very nicely written, thank you both for sharing

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Time and time again I have seen their various posts on Canon Adherence, and once again I am saying this is fantastic work. even with all the lore changes I think it provides a wonderful niche to magic that tailors to human RP wonderfully and would help encourage faith rp that I think is often lacking in some areas.

Major +1

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39 minutes ago, indiana105 said:

might be used -1

not even vaguely japanese -1

useful to canonists (70% of playerbase) -1

 

please add more redlines and clarify how this interacts with robots (from warhammer 40k)

also please add a mandatory soul harvesting mechanic. 1 player kill per week

 

only if you’re able to add the ooc harassment and organisation of the true heirs to humanity within this lore.

 

we will plan the next eight generations of magic through a patriarchal system of inheritance and marriage

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34 minutes ago, MunaZaldrizoti said:

Imagine putting this much effort into something and the team who is meant to look at it leaves vague gifs to dog on you...

 

I think it looks great. And for all the grumbling I hear about how wary staff are of including human nations in ST events and storylines, I think something like this would go a long way into bridging that divide and perhaps opening a door into this very prestigious and top-tier roleplay that seems to often be confined to the same 30 or so players at any given time. +1


yeah I don’t think you’ve heard any grumbles of any staff being wary to add human nations in ST events

 

its usually the human nations grumbling about ST trying to involve them in events

 

no opinion on lore but the formatting is cool

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Definitely a cool read still - some concerns;

 

14 hours ago, Xarkly said:

Compatibilities

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Canon Adherence is a deific holy magic (drawing from the Seven Skies as a collective patron). Although these patrons are a greater ‘whole’ without individual will, there is a collective espousal of general virtue throughout the Seven Skies, which is underpinned by the sanctity of the Human soul and its destined afterlife in the Skies. 

 

Therefore, Canon Adherence is:

  • Incompatible with any FA/MA/CA that curses, taints, or alters a character’s soul.
  • Incompatible with any FA/MA/CA that prevents a character’s soul from going to the Seven Skies upon death (i.e., a different afterlife). 
  • Incompatible with Dark Magics.
  • Compatible with Kani. 
  • Technically compatible with Klones, however, revival as a Klone will cause the Vow to perish within the character’s original vessel, removing a Kloned character's ability to perform Canon Adherence. They may, however, re-learn the magic starting from Tier 1. 
  • Technically compatible with Voidal Magic, however, FA/MA/CAs that inflict Voidal Weakness will prevent a character from being able to wield Sacred Aurum, which is required to cast Portents (outside areas of Consecration). 

 

The redline concerning Klones is a bit odd - that implies this isn't a soul bound or knowledge based magic, but something physically practiced - it's the only way it makes sense to say that a Klone become incompatible upon reincarnating, especially given Envoy's are bound, presumably, to the Adherent's Soul. It would make more sense, to me to say that in the 1 OOC Week a Klone takes to adjust to a new body, a Adherent can't access Canon Adherence Magics.

 

The Voidal Magic is a bit trickly - obvious, large/two handed foci of Sacred Aurum would beyond what they could wield, but there is nothing [that I found so far] that says a mage could not make a small foci of Sacred Aurum and still benefit from being able to cast. More of a technical point as well but I think any Voidal Feat [Including Atronach Forging and Veilwatching] should be incompatible. Down with void feat + other magic minmaxing + 3 of them reasonably may interfere with the Soul or actually do.

 

14 hours ago, Xarkly said:

SACRED AURUM

Even the most adept Adherent cannot invoke Portents unaided. While the Vow allows them to call upon the Skies, they cannot channel their blessings without the use of a catalyst forged from Sacred Aurum. Whether in the form of a dagger or polehammer, these catalysts of pure, enchanted gold must always be to-hand for an Adherent, lest the bounty of their Vow is beyond reach. In turn, though, using Sacred Aurum comes with a sacrifice of its own, for the material is innately heavy to the point of hindrance.


Mechanics

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To cast Portents, an Adherent must wield a catalyst of Sacred Aurum. Created through Sanctify (see Tier 3 Portents), catalysts of Sacred Aurum can take any form - from a dagger, to a shield, to a hammer. They must, however, be forged entirely aurum blessed through Sanctify and mingle with no other material whatsoever. When charging or casting a Portent, threads of white-gold light swirl around a catalyst.


While Sacred Aurum retains the properties of mundane aurum, the blessings of Sanctify render its edge as hard and as sharp as steel. These properties, in tandem with the ability to channel Portents, do not come without cost, for aurum is a dense material, and the effects of Sanctify make it even heavier.


Redlines

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  • The movement debuff from Sacred Aurum stacks with Heavy Armour mechanics. 
  • A character may travel by mount with a sheathed Sacred Aurum catalyst, but it is too unwieldy to be used as a weapon or to channel Portents from horseback. 
  • Pursuant to the mechanics & redlines of Sanctify (see Tier 4 Portents), a Sacred Aurum catalyst must be represented with an ST Signed mechanical item. 
  • Though very heavy, the weight of Sacred Aurum does not translate into additional combat prowess.
  • Characters afflicted with physical weakness (including Voidal Weakness, Voidstalking withering, etc.) cannot lift Sacred Aurum.
  • For clarity, even small catalysts of Sacred Aurum (i.e., a dagger) inflict the mobility debuff; in this regard, all forms of Sacred Aurum are treated mechanically identically.

While this refers to some penalty to movement, I can't actually find one referred to here at all - is this a error of repasting from a prior WIP or just the movement penalty wasnt added. Further, it's a bit extreme to say being weakened at all prevents wielding of Sacred Aurum - Voidstalker Wither, Mystic Enervation, and probably other magical afflictions would be deadly against a Adherent with no real counter against it. 

 

I can say personally I liked how the last WIP described it - something that couldnt be hidden. It made it unique, and made them more of a always-present magic instead of how most magics tend to be buried under something else if they are not ovetly evil like Necromancy and Mystics [Literal Dead people]

 

14 hours ago, Xarkly said:

DESPAIR

While the bounty of the Seven Skies is infinite, the ability of an Adherent to invoke it is not. While the Vow within them acts as a vessel for blessings, overuse of its potential effectively ‘burns out’ an Adherent’s own soul temporarily, sapping them of willpower, courage, and energy. This effect is known in Adherency as Despair, and it is aptly named, for, once afflicted, Adherents gradually lose their courage and willpower as they become spiritually weak. 

 

Mechanics

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Despair is an inherent weakness in Canon Adherency that inflicts a spiritual weakness for overuse of Portents. The mechanical effects of Despair can be calculated as follows:

Casting a Tier 1 Portent contributes to 1 ‘point’ of Despair, casting a Tier 2 Portent contributes 2 points, etc.

Despair resets over 12 OOC hours without casting any Portent.

Despair’s effects begin at 10 points, at which point an Adherent begins to feel increasing fear, doubt, and anxiety. This stage is flavour only, but should be portrayed in roleplay.

At 15 points, these effects intensify and the willpower of an Adherent will falter. If someone attempts to intimidate or persuade an Adherent to do something, the Adherent must /roll a 10 or higher to resist.

At 20 points, these effects grow severe and an Adherent must /roll a 15 or higher to resist intimidation or persuasion. If in combat, at the start of every turn the Adherent must /roll, and if they roll a 5 or lower, they are compelled to flee the battlefield in fright. While fleeing, they can only defend themselves and cannot return to the combat encounter. 

At 25 points, an Adherent loses all willpower and curls up in a ball on the ground, and the most they can do is crawl or mutter dejectedly. They are largely incapable of action until their Despair resets.

 

 

Redlines

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  • Attempting to convince or intimidate an Adherent afflicted with Despair must be within reason - for instance, an Adherent can be intimidated into opening a locked door or handing over their gold, but they cannot be convinced to kill themselves, betray an important relationship, or other actions of equal significance. 
  • Despair can be mitigated through magical means; any item or enchantment that instills courage, energy, etc. within a character will remove 5 points of Despair from an Adherent, though each method of doing so can only be availed of once during the 12-hour cycle.

I do think Despair should scale with a Adherent's Tier - I.E a T1 can withstand much less then a T5 Adherent. Equally, for the ability to reduce Despair by 5 points I'd go through the effort to list out a few examples. The 25 Despair consequence is a bit extreme - a forced flee would be much more fun that a lore mandated get killed effect

 

14 hours ago, Xarkly said:

ENVOYS

When graced with the Vow, an Adherent can learn to channel basic Portents that impart wondrous blessings from the Seven Skies. Those who wish to hone their gift beyond a fledgling state, however, face an arduous trial - for they require the assistance of an Envoy. 

 

An Envoy is a Human who enters a pact with an Adherent through the Portent of Covenant. In doing so, when an Envoy perishes and their soul transcends to the Seven Skies, this ‘perfects’ the Vow within the Adherent, allowing them to channel more potent miracles. While the Envoy’s soul will lose their individuality in the Skies, the Adherent will inherit the Envoy’s will - their driving goals, ideals, and beliefs. 

 

Mechanics

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In order to progress to Greater Adherence (Tier 3 +), a character must dedicate 4 Magic Slots and enlist the help of an Envoy. An Envoy is a Human soul who pacts with the Adherent through the use of the Covenant Portent. When a Human affected by Covenant is permanently killed (PK’d), this enhances the Adherent’s power and enables them to progress to Tier 3. 

 

Upon the Envoy’s PK, the Adherent inherits their will - such as their goals and beliefs. The Adherent will not be forced to pursue these goals, but will find them constantly on their mind and in their heart. 

 

Redlines

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  • An Envoy must be a Human character whose soul goes to the Seven Skies upon their death.
  • An Adherent cannot communicate with an Envoy after their death; they do not inherit their memories, merely their general ideals and beliefs. 
  • The Adherent cannot kill an Envoy themselves or plan or participate in their death.

 

This is probably the most unique and harshest magical progression I've seen. I would consider permitting one to progress to T5 normally, but locking some rites and combative spells, as well as the ability to make a TA, behind the Envoy process. Equally, I'd go the extra mile to ENSURE this is not bad faithed - there is nothing stopping someone, or extra OOC consequences, for OOCly coordinating a human to be made, envoy'd and then PK'd instantly to progress. There should be much more of a investment, so that even in the event someone tries to cheese it, it still takes a sizeable amount of time and effort.

 

14 hours ago, Xarkly said:

➵Emote Count: [4] total (x1 charge emote per Adherent, x1 overall casting emote).

 

I'll put this here as a general note - for multi-adherent rites, you should specify how many rounds it takes, and then what emotes are required from each adherent. This format looks a bit weird, since it implies this entire process could take 2 rounds if each adherent does their charging and casting emotes together. Furthermore, it would be worth mentioning if Adherent magic works more akin to templar [connection is done each emote] or voidal [connection is 1 emote that persists until they disconnect, and must reconnect to cast further]

 

14 hours ago, Xarkly said:

BETROTHAL | Tier 2 | Non-Combat | Enchantment 

The legacy of Humankind is achieved through its dynasties and bloodlines, both great and small. Ergo, the founding of families is a sacred act, and one that is enhanced through the blessings of Betrothal. This Portent always an Adherent to bless twin tokens of marriage with a mote of power; this subtle Enchantment radiates the bonds of affection held between spouses, especially when they are apart, and they can even hold reminiscent traces such as scents, colours, and faint musical notes - all to remind one spouse of the other. 

 

Mechanics

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➵  Emote Count: [2] total (x1 charge, x1 cast on both rings/tokens simultaneously). 

➵ Effect: Casting Betrothal allows a pair of wedding tokens (which need be rings) to become Enchanted, which causes the twin tokens to radiate subtle sensations of affection and impart spiritual strength, which only the corresponding spouses can sense. Tokens Enchanted with Betrothal can also include other miscellaneous aesthetic details, such as colouring, scents, and faint notes of music. 

 

Tokens Enchanted with Betrothal must be represented by mechanical in-game items, which require an ST Signature to validate the effects. The effects of Betrothal endure even if one spouse perishes. The Enchantment breaks, however, if either spouse ceases to love the other.

 

Redlines

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  • Betrothal can work on any race of any religion. 
  • Players must consent to be bound to a token Enchanted by Betrothal
  • A character can only have a single token Enchanted by Betrothal at a time. 
  • The effects of Betrothal cannot convey messages nor can they be used to track characters.

 

I don't see why it has to be rings, so long as the item holds significance to each person and is not combative in nature, like armor or weapons.

 

14 hours ago, Xarkly said:

MOURNING | Tier 2 | Non-Combat

To bid farewell to the fallen is a solemn rite across all cultures, both Human and otherwise. Through the Portent of Mourning, an Adherent can commemorate the life and death of one who has perished in their funeral ceremony; as their remains are laid to rest, memories can be draw from their transcending soul that illustrate the great moments of their life in an illusory theatre of white-gold light, so that they might be committed to memory.

 

Mechanics

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➵Emote Count: [3] total (x2 charge, x1 cast). 

➵Duration: [5] emotes/turns. 

➵Effects: The Portent of Mourning can be used at the funerals of characters to display illusions of some of that character’s key memories in life - the memories that defined them, and made them who they are. These memories can be emoted by the person who played the deceased character, or indicated to the Adherent, who emotes accordingly. While it brings key memories to life, it is but momentary, and no secrets can be revealed from beyond the grave. 

 

Mourning is largely free-form, meant to pay tribute to a PK’d character.

 

Redlines

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  • Mourning requires the consent of the PK’d character’s player, without which an Adherent will find themselves unable to draw the soul’s memories.
  • Mourning cannot reveal who killed a character, unless it is already public knowledge. It can illustrate the character being killed, but not by who.  
  • As a general rule, Mourning cannot be used to convey secrets from beyond the grave. The memories should be largely kept vague, with an emphasis on illustrating the deceased character’s general story. 

 

Given the nature of this is to recount memories of someones life, it feels disingenuous to allow the death of the persona to be illustrated - that should adhere to the public knowledge/historical event requirement similar things carry.

 

14 hours ago, Xarkly said:

CONFESSION | Tier 4 | Non-Combat

Some of Humankind’s greatest wounds are not those carved into their flesh, but their minds. Through the Portent of Confession, an Adherent can delve into the memories of those plagued with trauma, and guide them through their inner thoughts in a bid to combat, and overcome, their internal strife. If they succeed, Confession acts as a balm on one’s soul, soothing mental anguish, guilt, and trauma. 

 

Mechanics

➵Emote Count: [3] total (x2 charge, x1 cast). 

➵Effects: Confession is a free-form player-event/narrative Portent through which the Adherent can enter the memories of another character. Together, the two characters can revisit memories of trauma and distress to the target, wherein an ‘inner demon’ will manifest that must be literally slain by the target in CRP (the demon is controlled by the casting Adherent). If successful in vanquishing their internal demon, the target is cured or soothed of their trauma (subject to their preference). If the target fails to slay the inner demon, both they and the Adherent are cast from the memory. 

 

Redlines

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  • A target player must consent for Confession to be cast on them. 
  • Only memories associated with trauma or distress should be visited with Confession
  • It is for the target player to describe the visited memories to the Adherent. 
  • Memories portrayed through Confession cannot be deliberately falsified or mislead the Adherent.
  • When visiting memories through Confession, any details that the target cannot remember or do not know are represented by grey mist. 
  • Mental damage/trauma resulting from an external source (i.e., a curse) cannot be treated with Confession.
  • Confession is a largely free-form ability intended to create player events & enable character development and players are given relative freedom with this Portent to achieve that.

A little more care should be taken here, imo - while the confessor shouldnt be able to lie, a Adherent also shouldnt be to able to sift through someones memories to get whatever information they want. To me the entire process is meant to be abstract/overcoming focused, and shouldnt even permit any amount of variation of getting information beyond however the abstract representation of the trauma is presented.

 

14 hours ago, Xarkly said:

PURIFY | Tier 4 | Non-Combat | Ritual & Non-Ritual Variants 

Dark Magic, as a source of corruption and taint upon the soul, is of great offence to the denizens of the Seven Skies. So it is that through the Portent of Purify, an Adherent can call upon their blessings to purge latent traces of Dark Magic from both objects and Descendants alike with the aid of their fellows. The process of Purify is an arduous one, though; not only does it invite Despair upon an Adherent, but each use of Purify leaves flecks of sickly darkness on their skin. 

 

Mechanics

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Purify is a means of purging Dark Magic that has cursed items, characters, or terrain. Depending on the manner of the target of Purify, the requirements differ as follows:

 

Objects

➵Emote Count: [3] total (x2 charge, x1 cast). 

➵Effect: An item Enchanted with a Dark Magic can be purged of that Enchantment, after which an ST can amend the item if necessary. Cleansing an object with Purify immediately inflicts 10 points of Despair on an Adherent, and leaves permanent small flecks of darkness on their skin in an area of their choice. 

 

Characters

➵Ritual Components: An altar of Consecration & 2 Tier 4 Adherents. 

➵Emote Count: [5] total (x2 charging per Adherent, x1 overall casting).

Effects: A character suffering from a curse inflicted by a Dark Magic can be purged of that curse, if they willingly submit. The process inflicts short-term memory loss on the target, causing them to struggle to remember details of their time while cursed and, in particular, how they were cursed. Uncursing a character immediately inflicts 15 points of Despair on both Adherents, and leaves permanent streaks of darkness on their skin in an area of their choice. 

 

 

Redlines

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  • A character must consent for Purify to be cast on them. 
  • FA/CA curses cannot be cured via Purify
  • Use of Purify on an object or character does not prevent that same object, character, or terrain from being cursed/corrupted again in the future. 
  • The darkness that afflicts an Adherent’s skin from using Purify is progressive; i.e., the more curses they purge, the more corrupted their skin will appear; this darkness, though aesthetic, cannot be treated or alleviated.

 

To the redlines, I'd add it just cant just FA/MA/CAs. I'd also specify some examples of what Object and Character purification can and cannot cleanse.

 

14 hours ago, Xarkly said:

CONSECRATION | Tier 5 | Non-Combat | Ritual | Lore Location

Whether pagan or codified, all schools of worship erect altars or idols of worship. No matter an Adherent’s underlying faith, the sacred Portent of Consecration creates a focal point, where the blessings of the Seven Skies are most concentrated upon the Material. Creating an altar of Consecration is not merely a form of tribute to the Seven Skies, but a necessity, for such altars are necessary conduits for many ritualistic Portents. 

 

Mechanics

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➵Ritual Components: 3 Tier 5 Adherents.

➵Emote Count: [10] total (x3 charge per Adherent, x1 overall cast).

➵Range: 15-block radius.

➵Effects: Three master Adherents conjure a long spear of threads woven of shimmering light, which is staked upon an altar to turn it into an altar of Consecration, which is a Lore Location and the altar must be marked as such with an ST Sign. Around an altar of Consecration, motes of immaterial Arclight glisten and Humans with unaltered souls experience incomprehensible bliss and tranquility, while characters with altered souls experience gnawing discomfort like an itch that cannot be scratched.

 

Within an area of Consecration, Adherents do not require Sacred Aurum to cast and do not incur Despair points upon casting Portents. 

 

Redlines

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  • Consecration need not be cast on an actual altar - any ‘focal point’ of worship can be used (i.e., shrines, idols, trees, stones), but they must be immobile, larger than a Descendant, and individual (i.e., cast on a particular tree and not several). 
  • The 15-block radius of an altar of Consecration is blocked by physical/building walls. 
  • Only one altar of Consecration may be set up per tile grouping (i.e., snow_lake_14 and snow_lake_10 cannot both have an altar; only one of these ‘snow_lake’ tiles). 
  • Altars of Consecration do not require Region Owner permission to create.
  • Adherents can ‘undo’ altars of Consecration by effectively casting the Portent in reverse (with 3 Adherents and [10] emotes). 
  • Altars of Consecration can only be destroyed during a Heist by attacking them with [5] emotes of Dark Magic. 
  • All characters with altered souls should indicate subtle tells of discomfort, but this alone will not allow other characters to form the conclusion that they are Darkspawn etc. 

 

Altered Souls typically refer specifically to CAs [Djinn, Azdrazi, Wights, Inferi/Akals, Etc] which seems against the intent here (Bad Things have a Bad Time in the area of effect). It may be better to do Non-Humans, Altered or Tainted Souls, or any MA/FA/CA that is outright incompatible, or some variation of these with Adherence in general for the discomfort part. The Heist rule is Good, but I'd worry about Moderations willingly to work around ST/Lore, and the opposite - far as I know, they'll never cooperate in something like this, so a redline stating a mod mechanic is required to destroy a ST structure may just never happen.

 

14 hours ago, Xarkly said:

ARADISE | Tier 5 | Combat

The Seven Skies foretells of divine bliss, but it is one that is not meant for those who yet walk the Material. Through the Portent of Paradise, an Adherent can embody but a fraction of the Skies’ true power as they thrust their catalyst into the ground, and exhibit a swirling aura of light in which heavenly bells chime, so blinding and intense that it burns and scours those who linger within it. 

 

Mechanics

➵Emote Count: [3] total (x2 charge, x1 cast). 

➵Range: 4-block radius around the casting Adherent.

➵Duration: [3] emotes/turns. 

➵Effects: Unleashing Paradise creates an aura of white-gold light around an Adherent that inflicts searing heat on those within its area-of-effect. This heat is an intense one that inflicts 1st-degree burns if a character is caught within it for [1] emote, 2nd-degree if caught within it for [2] emotes, and 3rd-degree burns if caught within it for [3] emotes, irrespective of what a character is wearing. Other Adherents are immune to the effects of Paradise. Instead of mundane burns, characters hurt by Paradise will exhibit glassy-gold burns on their skin.

 

Redlines

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  • An Adherent must be knelt with their Sacred Aurum catalyst when casting Paradise, and thus cannot move while maintaining the Portent. 
  • Solid walls can be used to ward against Paradise’s heat.
  • Paradise affects all characters besides other Adherents. 
  • For clarity, a character being in range of Paradise on the emote that it is cast will suffer 1st-degree burns. 
  • When Paradise is cast, characters may attempt to dodge out of its radius (if possible) before suffering burns. 
  • Paradise exhibits a heat that singes the soul; therefore, soulless characters are immune to the effects of Paradise, and the Portent does not interact with cold/low temperatures or flammable materials, and is not affected by clothing/covering.

 

When you refer to "Solid Walls", does that include magically conjured [Voidal Ice/Earth, Naztherak Solid Wall, etc etc] walls, or SPECIFICALLY mundane walls? 

 

Overall not much I don't really understand when I sit down and read through it. I have my reservations about a human focused magic, given humanity is near-dominated by a singular religion and set of players, but that will always come down to player-interpretation and culture surrounding the magic. Glad to see Adherence is out of the WIP Stage

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