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[✗] [Magic Lore] Clericism 2!!!

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Spoiler

 

ʙʀᴏᴜɢʜᴛ ᴛᴏ ʏᴏᴜ ʙʏ:

S ᴄ ʜ ɪ ᴢ ᴏ ᴘ ʜ ʀ ᴇ ɴ ɪ ᴀ   I ɴ ᴄ .

[ᴘᴀʟʟᴏᴅɪᴜᴍ, ɪʙʟᴇᴇꜱɪᴀɴ, & ꜱᴛɪɴɢʏᴘᴀʀʀᴏᴛ]


This lorepiece is a longstanding passion project, the combination of numerous aspects of lorepieces over the past year in order to create a Clericism write which isn't only one which fits the niche of Clerics which befit Tahariae and LotC, but also are something which are novel to LotC and we believe are fun to play- with numerous different pathways to take on. Feel free to leave feedback in the comments :3

- pallo, ibleesian, & stingy

 

 

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C ʟ ᴇ ʀ ɪ ᴄ ɪ ꜱ ᴍ

Tᴀʜᴀʀɪᴀᴇ'ꜱ Bʟᴇꜱꜱᴇᴅ

 

✦•━•⊰𒋝⊱•━•✦

The eras shift endlessly. There was once a time when the eras had no need to shift- for the Triumvirate stood paramount above all. The sacred trinity kept balance: the Ascended, the Paladins, and the Clerics of yore, working in harmony to repel the encroaching dark. None remain upon the mortal realms.

 

Apotheosis has fractured the firmament, invoking countless streams of destiny- each one surging and twisting the views of the world. Deities and dragons alike are given a glimpse of the possibilities to come; within this chaos stands Tahariae- no longer the complacent, benevolent benefactor he once was, but a stern and unyielding force- whose dogma of Purity and Justice fuels his action to act.

 

Once more, Clerics have emerged in the modern age- yet they differ from the mages of antiquity. They are not merely 'connected' to Tahariae as their forebears once were. No, they are vessels- living conduits of his divine blessing. Through them, his will spreads and exalts, shaping the world in accordance with his ideals. They are Purity incarnate, seeping once more into the realms of Aos and Eos- for impurity dares to rise again, and Tahariae shall not suffer its presence. There is no more space for errors. No more time for miscreants.

 

✦•━•⊰𒋝⊱•━•

 

Fᴜʀᴛʜᴇʀ ɪɴꜰᴏ ᴀʙᴏᴜᴛ Tᴀʜᴀʀɪᴀᴇ ɪꜱ [ʜᴇʀᴇ].

 

Tɪᴇʀ Pʀᴏɢʀᴇꜱꜱɪᴏɴ

Vᴇꜱꜱᴇʟꜱ ᴏꜰ Pᴜʀɪᴛʏ

 

Clerics are the vessels of Tahariae’s deific blessings, which take host within their body and fundamentally shrouds their soul in entirety- the veil of which slowly expands- and with it, their access to the blessing too expands. Clericism is a [3] slot Deific Magic, sourced from the Aengudaemon of Purity and Justice. The progression of Clerics bears a [3] tiered progression, which is slowly summated over [8] OOC weeks.


Tɪᴇʀ I: [Immediate]

      Pʀᴀʏᴇʀꜱ: Lay on Hands, Calming Rains

     လ Hʏᴍɴꜱ: Raise Bastion, Gildsurge

     လ Rɪᴛᴇꜱ: Revivify, Consecration

Tɪᴇʀ II: [4 OOC Weeks Post-Connection] 

     လ Pʀᴀʏᴇʀꜱ: Cure Wounds, Battlemend

      Hʏᴍɴꜱ: Reposition, Veilward

      Rɪᴛᴇꜱ: Blightpurge, Judgement

Tɪᴇʀ III: [8 OOC Weeks Post-Connection] 

      Pʀᴀʏᴇʀꜱ: Regeneration, Steedsummon

      Hʏᴍɴꜱ: Leverage, Egalitarate

      Rɪᴛᴇꜱ: Raise Palisade, Vesselsmith

 
Spoiler

» The reason why we chose to give Clericism this unconventional progression is a combination of both personal beliefs about magic progression within LotC, and the nature of what Clerics would be in the vaster niches of roleplay it would fill.

» Primarily, clerics run the risk of being either too bloated or too minimal, with the progression of each regardless being something which would be hard to truly fit in a proper five-tier system; hence, this more compacted tiering system fits better for its contents. Furthermore, this permits for a pseudo-accelerated growth over its lifespan, which permits for a decent amount of growth as a newer magic- especially a holy one.

» Secondly, we are of the belief that too many magics hold too much OOC time within them and their progression- this leads to individuals being too attached to characters, but more importantly it often makes LotC almost like a part-time job- an overtly lengthened time in order to acquire something, which we aim to lessen minutely by this progression, shortened by one OOC month in all.

» Thirdly, it can be simply put that having too long of a timespan rather causes players to simply wait rather than engage in roleplay- which this aims to alleviate and fix, given the more compressed and overall beneficial progression.

 

» If LT are very opposed to this proposed tier system, it can be reworked into a longer timespan to progress through tiers similar to other magics.

 

Rᴇᴅʟɪɴᴇꜱ:

Clericism is a [3] slot Holy Deific Magic originating from Tahariae- the Aengudaemon of Purity and Justice.

Clericism requires a valid [MA] in order to practice, and a valid [TA] to teach it to others. One may only gain a [TA] as per explained under Vesselsmith.

All abilities of Clerics must need focus to cast, requiring an action; connection is independent per-spell, meaning they must perform the full series of emotes per spell cast.

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Mᴀɢɪᴄ Cᴏᴍᴘᴀᴛɪʙɪʟɪᴛɪᴇꜱ

Tahariae’s blessing stretches to all whom serve as suitable vessels to act as his proxies- he is fickle with whom he deems fit to bear this blessing- yet in the end, it is offered to those who align with his purview of the world, and those who can exalt his will to what he deems most fit.

 

Descendants are ᴄᴏᴍᴘᴀᴛɪʙʟᴇ with Clerics; given Tahariae’s primary motives to exalt his view of purity throughout the world and utilize the various Descendant races of the worlds of Aos and Eos to spread his dogma. Hybrids of races, too, can receive this gilded blessing.

 

Seers of Vaasek are ᴄᴏᴍᴘᴀᴛɪʙʟᴇ with Clerics; unlike other deific magics, Vaasek’s witnesses bear no physical nor spiritual tell upon their vessels, permitting them to co-exist with Tahariae’s blessings.

 

Barrow-Born & Blood Mages are ᴄᴏᴍᴘᴀᴛɪʙʟᴇ with Clerics; unlike other dark-influenced afflictions, Vivification and Blood Magic are merely afflictions upon the mind which alter how they view the world. It does not mar the soul, and Tahariae finds them to be useful vessels for his power.

Deific, Voidal, and Dark Magics, are ɪɴᴄᴏᴍᴘᴀᴛɪʙʟᴇ with Clerics; these are anathema to Tahariae and his blessings, for even if at times both the Malefic and the Gilded may align to his cause, within all, he rejects granting his blessing directly to these.

 

Alchemic Vessels (Klones and Machine Spirits) are ɪɴᴄᴏᴍᴘᴀᴛɪʙʟᴇ with Clerics; the aengulic blessings of Tahariae do not understand these things on a basal level, for the nature of alchemy is foreign and occult to the divine. Attempting to connect one of these to the magic will result in their form horrendously melting in a volatile fashion.

 

Beastfolk (Kharajyr, Wonks, Hou-Zi, Musin) are ɪɴᴄᴏᴍᴘᴀᴛɪʙʟᴇ with Clerics; even if neutral, to Tahariae, these are still impure and anathema to their blessings, and as such are not valid vessels for his blessing.

 

Soulless Beings (Sorvians, Automatons, Homunculi, etc.) are ɪɴᴄᴏᴍᴘᴀᴛɪʙʟᴇ with Clerics; without a soul, the blessing would be unable to take root within these beings for them to be able to access the magic.

Rᴇᴅʟɪɴᴇꜱ:

Spoiler

Clericism is compatible with Seers of Vaasek, Vivification, Housemagery, Bardmancy, Blood Magic, Kani, and all knowledge-based Feats.

Clericism is incompatible with any Deific Magics, Dark Magics (beyond Blood Magic and Vivification), Voidal Magics, and all [CAs].

 

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Tʜᴇ Vɪꜱɪᴏɴ ᴏꜰ Pᴜʀɪᴛʏ

Tᴀʜᴀʀɪᴀᴇ'ꜱ Iᴅᴇᴀʟɪᴛʏ

 

The Vision of Purity, ultimately, is Tahariae’s goal- the reason for which he makes descendants far and wide vessels of fragments of his blessings. It is the creation of a mortal world inherited by descendantkind without impurities, without the meddling of the deific and daemonic. An Iᴍᴘᴜʀᴇ being (referred to with said formatting and hue throughout this lorepage) is defined as any descendant who has forsaken the pure nature gifted to them by the creator by having their soul altered by any means, or those who are under deific or daemonic influence. These only are considered Iᴍᴘᴜʀᴇ if they are revealed and one of these such beings (or if they have truthfully claimed themselves to be one such in good faith).

 

All current Iᴍᴘᴜʀᴇ beings are as follows:

» Iɴꜰᴇʀɴᴀʟ Bᴇɪɴɢꜱ: Naztherak, Zevn, Zevn’kiel, Zekul, Zar’ei, Zar’akal, Cursed Children

» Nᴇᴄʀᴏᴛɪᴄ Bᴇɪɴɢꜱ: Mystics, Necromancers, Ghouls, Ghosts, Darkstalkers, Draugars, Liches, Eidola, Lesser Undead

» Vᴏɪᴅ-Tᴀɪɴᴛᴇᴅ Bᴇɪɴɢꜱ: Voidstalkers, Arcane Scions

» Dʀᴀᴄᴏɴɪᴄ Bᴇɪɴɢꜱ: Nephilim, Dragonkin

» Dɪᴠɪɴᴇ-Bʟᴇꜱꜱᴇᴅ Bᴇɪɴɢꜱ: Templars, Shamans, Druids, Heralds, Palmreaders, Lycanthropes, Corcitura

» Aʟᴄʜᴇᴍɪᴄ Bᴇɪɴɢꜱ: Klones, Homunculi, Automatons, Machine Spirits

 

Rᴇᴅʟɪɴᴇꜱ:

Spoiler

Impure beings are only classified as so in terms of spells if an individual is clearly revealed or truthfully claimed themselves to be said impure being in good faith roleplay.

Utilizing any of the Cleric’s abilities to metagame or ‘darkspawn test’ is grounds for a Clericism [MA] to be revoked, and for you to be placed on a permanent blacklist from the magic.

 

 

» It should be kept in mind that this is not a list of targets or ‘enemies’ of Clerics, yet rather a list of what the magic itself classified under which subcategories of its effects. The ‘enemies’ of Clerics are up to player group interpretation via the cultural tenets.

» The core reason for us having other divine magics be classified as ‘Impure’ isn’t to have these be edgelord individuals, but be able to fight back against Heralds, Shamans, Druids, and such with their magic- it intentionally does not include Templars given it is a holy magic that Tahariae has been shown to tolerate the existence of / capacity to work alongside it.

» If other holy magics are to pass (which Tahariae and by proxy his blessing would align with) they would not be within this category.

 

Dɪᴄʜᴏᴛᴏᴍʏ ᴏꜰ Aᴄᴛɪᴏɴ

Tᴀʜᴀʀɪᴀᴇ'ꜱ Tᴇɴᴇᴛꜱ

 

The Dichotomy of Action, ultimately, is Tahariae’s pathway to achieve what he deems his pure vision. It is emblazoned and sealed within the minds of all who are connected to the magic of Clericism- yet it is not self-enforcing by any means. Rather, even whilst it is intentionally made to be open to interpretation, those who know they are wavering from the path will feel an otherworldly judgement lace all their actions- as the Aengul of Purity and Justice’s blessing scorns their actions. They are as follows- for they are unchanging, eternal, and everlasting; they are Tahariae’s dogma incarnate, the Dichotomy of what must be followed- and guidance for whom should be severed lest they continuously stray from the path of Purity.

 

Oꜰ Lɪꜰᴇ; ᴛᴀᴋᴇ ɴᴏ ᴍᴏʀᴇ ᴛʜᴀɴ ʏᴏᴜ ɢɪᴠᴇ.

 

Oꜰ Bᴜʀᴅᴇɴ; ꜱʜᴀʀᴇ ɴᴏ ᴍᴏʀᴇ ᴛʜᴀɴ ʏᴏᴜ ᴛᴀᴋᴇ.

 

Oꜰ Wᴇᴀʟᴛʜ; ᴛʀᴀᴅᴇ ɴᴏ ᴍᴏʀᴇ ᴛʜᴀɴ ʏᴏᴜ ᴅᴏɴᴀᴛᴇ.

 

Oꜰ Wᴏʀꜱʜɪᴘ; ᴘʀᴏꜱᴛʀᴀᴛᴇ ɴᴏ ᴍᴏʀᴇ ᴛʜᴀɴ ʏᴏᴜ ᴜɴᴅᴇʀꜱᴛᴀɴᴅ.

 

Oꜰ Pᴜʀɪᴛʏ; ꜱʜᴀᴛᴛᴇʀ ɴᴏ ᴍᴏʀᴇ ᴛʜᴀɴ ʏᴏᴜ ᴘᴜʀɢᴇ.

 

Oꜰ Dᴇᴀᴛʜ; ꜰᴇᴀʀ ɴᴏ ᴍᴏʀᴇ ᴛʜᴀɴ ʏᴏᴜ ᴛᴇᴀᴄʜ.

 

Rᴇᴅʟɪɴᴇꜱ:

Spoiler

The Dichotomy of Action is a codex with which all Clerics are inherently familiar with upon connection and physically incapable of forgetting. Regular descendants do not know such unless taught such in roleplay. 

Whilst very much so intended as tenets to which Tahariae wishes to hold their Clerics accountable, a Cleric is in no way obliged to follow them; they may betray them, yet the knowing knowledge that their actions betray such will make them feel a pitiful judgement upon themselves.

Whilst inherent knowledge upon gaining a Clericism [MA], these are not upheld by instant disconnection upon betrayal, for they are cultural.

 

Cᴏɴɴᴇᴄᴛɪᴏɴ & Cᴀꜱᴛɪɴɢ

Mᴀɢɪᴄ Sᴜʙꜱᴇᴄᴛɪᴏɴꜱ

 

Clerics do not bear a ‘bond’ to their patron akin to the deific magics that preceded them- rather, they quite literally are vessels for a fragment of Tahariae’s blessing, which they embody and utilize. This blessing falls into three subsections, each of which are utilized within differing means, as below. No matter the form which the exalted blessing takes, the Cleric must bear a Censer whilst casting.

Pʀᴀʏᴇʀꜱ: Overarching actions of healing and mending.

Hʏᴍɴꜱ: Creation and utilization of Bastions.

Rɪᴛᴇꜱ: Methods of consecration and purging.

Channeling Tahariae’s blessing is not a feat that requires a constant tether to be tapped into to access akin to Voidal Magics- rather, connection for every spell is done individually- in other words, one must go through all emotes per cast. Casting requires constant focus to cast- as such, the Cleric cannot perform any offensive actions whilst casting, though they may still defend themselves. 

 

Censers are the casting implement of Clerics. Filled by the waters of their blessing (detailed within the spell Consecrate), a Censer is as heavy as a palm-sized rock and bears durability akin to such- breaking under [1] blunt strikes or [2] sharp strikes. To cast, a Cleric must have a free hand wherein they hold a Censer- if it is dropped or breaks, casting instantly ceases. Censers must be the size of an apple- no more, no less.

 

Physically speaking, the blessing of the Clerics is a divine power infused within an imperfect vessel. Surging with this energy constantly, it is susceptible to Thanhium- being cut by it prevents casting of any aspect of Clericism until the end of the encounter. Furthermore, this imperfect vessel that a Cleric bears is somewhat physically weakened by Tahariae’s blessing- they may not don any armor beyond Medium Armor, neither may they wield any two-handed weapons.

 

Wᴏᴜɴᴅꜱ & Hᴇᴀʟɪɴɢ

The greatest of Tahariae’s gifts is that of Healing- which branches into the blessing’s capacity to Mend and Purge. Few others have such a power over the mortal form to mend what is broken and to restore what is tainted. It is through these miraculous feats that Clerics strive towards the vision of purity. Wounds that can be healed fall into the following categories:

 

❖ Minor Wounds include: Bruises and Lacerations. Everyday wounds that do not cause significant impairment.

❖ Moderate Wounds include: Gashes, Cuts, Broken Bones, and Punctures. Wounds that are debilitating and cause moderate impairment.

❖ Major Wounds include: Impalement, Dismemberment and Mutilation. Wounds that are severely debilitating and cause permanent impairment or death.

Tʜᴇ Aʟᴄʜᴇᴍɪᴄ Aɴᴀᴛʜᴇᴍᴀ

Alchemy and its subtypes of technique are unknown to the aengudaemonic. To Tahariae and his blessing, it is something utterly foreign and unknown- something neither pure nor impure. As such, it renders his blessing confused and makes it go utterly haywire.

 

Attempting to heal any form of materia that is altered by Tawkin or Animatii render the blessing to run amok- it causes flesh to bloat and swell, melting over the parts which are healed and rendering them misformed.

 

This similarly is why Klones, Homunculi, Machine Spirits, and Automatons are affected by Tahariae’s blessing as if Iᴍᴘᴜʀᴇ- they are as if an allergy, unnatural and not something recognizable, and hence affected by said magic and all of its components- from Hymns to Prayers.

Tʜᴇ Vᴏɪᴅᴀʟ Sᴄᴏᴜʀɢᴇ

Ars Arcanum- the innate weakness to the void. Akin to the Paladins that preceded them, the Clerics bear one crippling weakness- their blessing sourced from the aengudaemonic holy, they suffer from the void. Upon being struck by a spell of Voidal origin, the Cleric finds their water-like blessing, which flows through their form slowly clot, causing their maximum speed to reduce by [1] meter for [1] emote per that spell’s tier. This debuff stacks, with every further spell that directly hits a Cleric. It should be noted that it must be a physical spell that strikes them, and cannot be a non-physical spell.

 

» For example, a [T2] spell would lower movement by [1] meter for [2] emotes, and a [T4] spell would lower movement by [1] meter for [4] emotes. These spells would need to be physical, and directly strike the Cleric.

 

Rᴇᴅʟɪɴᴇꜱ: 

Spoiler

All abilities of Clerics must need focus to cast, requiring an action; connection is independent per-spell, meaning they must perform the full series of emotes per spell cast; Clerics may solely defend themselves whilst casting. All casting tells of Clericism must revolve around the Censer they wield, and thematically revolve around blessed waters, ribbons of fluid-light, and hazy clouds.

Clerics lose focus to their connection if struck by a blunt force equivalent to a club, a sharp cut that draws blood, if inflicted by Thannic Poisoning, or if their Censer is destroyed or dropped.

Censers are not impervious to harm- they are made from mundane stone. One can still be shattered, melted, or destroyed through other means, and can be stolen/knocked from a Cleric’s hand with equal ease to a palm-sized stone. A Cleric may make multiple Censers, but may only make [1] every OOC week and may not bear more than [1] at once.

In order for a Censer to be considered valid, it must be signed by [ST] and bear the [Significant Magic Item] tag. Censers may break under [1] blunt strikes or [2] other strikes; these strikes must directly hit the Censer in order to fully count as a hit upon it.

Alchemy is an unknown anathema to Tahariae’s blessing- if a Cleric ever tries to use a healing spell of something of Alchemic origin (Tawkin, Animii, etc.) or any flesh or bone augmented or altered with such, it causes it to go haywire- the spell fails around that region, and instead painfully melts and bloats the flesh together into a gruesome mess.

Clerics cannot don Heavy Armor at any time, neither may they efficiently wield two-handed weapons whatsoever- their blessing from Tahariae is too much for their imperfect vessel, causing such downsides.

Clerics suffer thannic poisoning as any other magic-user, having it taint their blood prevents them from casting until the end of the combative encounter.

All Clerics find thier form slogged down by hits from voidal spells- all direct physical spells that hit them of voidal origin slow them down by [1] meter per emote, and last as long as the spell’s [Tier]. This only counts physical spells, non-physical spells do not inflict this.

 

P ʀ ᴀ ʏ ᴇ ʀ ꜱ

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Hᴇᴀʟɪɴɢ & Mᴇɴᴅɪɴɢ

 

[Tɪᴇʀ I] Lay on Hands - [2 Emotes] [Non-Combative] [Prayer]

A cantrip ability serving as a gateway into the more refined arts of healing- yet its nature as a gentle, comparatively simple Prayer makes it one of the most commonly used blessings, soothing minor hurts and easing pain in less stressful situations.

 

Mᴇᴄʜᴀɴɪᴄꜱ:

Spoiler

Over the course of [2] emotes, a Cleric may place a palm upon an individual and clasp their Censer within their alternate palm, wherein the Cleric invokes the blessing within themselves to briefly let another pure soul touch a portion of their blessing- permitting all Minor Wounds upon an individual to be stoked and rapidly healed. The amount of times Lay on Hands can be used increases per the Cleric’s tier, as follows:

A Cleric at [Tɪᴇʀ I] may use Lay on Hands [3] times a day.

A Cleric at [Tɪᴇʀ II] may use Lay on Hands [4] times a day.

A Cleric at [Tɪᴇʀ III] may use Lay on Hands [5] times a day.

Lay on Hands numbs the pain and stabilizes the blood loss of both Minor and Moderate Wounds, though the healing of Lay on Hands is merely limited to Minor Wounds- it stokes and invokes the inherent anima within an individual to naturally augment their basic regeneration- with the blessed healing and mending all remnant scars. 

 

Eᴍᴏᴛᴇ Exᴀᴍᴘʟᴇꜱ:

The Cleric kneels down beside their wounded compatriot, pulling from their shoulder an arrow which had embedded into it. Blood trickles down from the wound, which the cleric presses one hand to the wound while the other grips at their censer.
From the Censer, blessed waters flow- wrapping about the Cleric’s hand pressed to that wound. It causes the trickle of blood to cease and clot, while the various scrapes and bruises mend and knit themselves back together in a ripple of light over the wounded compatriot’s form. Though, not completely healed- they find their burdens eased, numbed of the pain.

 

Rᴇᴅʟɪɴᴇꜱ:

Lay on Hands takes [2] emotes to heal all Minor Wounds and stabilize the blood loss of Moderate Wounds, and numbs the pain of said wounds minorly.

In order for a Cleric to cast Lay on Hands, they must be in physical contact with the person they are trying to heal. This prayer can not be done at range. 

Lay on Hands, like all Healing Prayers, may be used upon on individuals. However, Iᴍᴘᴜʀᴇ individuals- regardless of their state of being revealed or hidden, find their mentality afflicted by a feeling as if something ancient and primordial is judging their every action- for even if the Cleric knows not, Tahariae certainly does. For [3] OOC hours following this, the Iᴍᴘᴜʀᴇ individual finds their maximum castable [Tɪᴇʀ] of magic to reduce by the [Tɪᴇʀ] of healing cast spell, which in this case is [1]. This has no visual tell, and should not be metagamed.


 

[Tɪᴇʀ I] Calming Rains - [2 Emotes] [Non-Combative] [Prayer]

Not all healing concerns that of the flesh - oftentimes, fear and doubt has hamstrung a warrior more effectively than a broken limb or poisoned blade. In such cases, a Cleric may work to remove certain mundane and magical ailments of the mind, given a calm environment.

 

Mᴇᴄʜᴀɴɪᴄꜱ:

Spoiler

Over the course of [2] emotes, a Cleric may loft a palm within the air whilst clasping their Censer within their alternate palm, wherein the Cleric invokes their blessing in the form of clouds which spreads about the air in a radius of [4] meters about them, the holy clouds shifting into chromatic raindrops which softly billow down upon the surroundings.

 

Calming Rains mentally soothes all mental afflictions and emotion-affecting effects briefly, lasting until the end of the narrative encounter. This temporary soothing is often used to alleviate individuals who are overtaken by mental taint and affliction, or to soothe those lost within grief. Calming Rains may only be used [3] times per day.

 

Eᴍᴏᴛᴇ Exᴀᴍᴘʟᴇꜱ:

The Cleric stands before a marked grave, where a valiant hero laid dead. Those who beloved the hero knelt and wept before the grave. Overcome with sorrow and loss, it tugged bitterly at the Cleric’s heart. With one hand clasped about their Censer, they lift it overhead drawing forth their blessed waters.
From the Censer, those waters surge overhead, coalescing into the gentle patter of rain that falls upon the heads and shoulders of those present. With the water that seeps inwards, their hearts and minds calm. As though a thin sheen held at bay the grief which racked them.

 

Rᴇᴅʟɪɴᴇꜱ:

Calming Rains takes [2] emotes to create calming clouds which rain down a radius of [4] meters around the Cleric, soothing all mental afflictions and emotion-affecting effects until the end of the encounter.

Calming Rains may only be used in noncombative situations- it cannot be used within the midst of a battle no matter what, nor do the effects of it stretch into a combat that has started.


 

[Tɪᴇʀ II] Cure Wounds - [3 Emotes] [Non-Combative] [Prayer]

Adept Clerics may channel a greater version of Lay on Hands to cure more severe injuries, drawing further upon their power to heal broken bones and the like when not troubled by active combat.

 

Mᴇᴄʜᴀɴɪᴄꜱ:

Spoiler

Over the course of [3] emotes, a Cleric may place a palm upon an individual and clasp their Censer within their alternate palm, wherein the Cleric invokes their blessing in a more expressive and vivid form- invoking the blessing within themselves to surge within an individual, as the Cleric temporarily infuses their blessed waters within them. The amount of times Cure Wounds can be used increases per the Cleric’s tier, as follows:

A Cleric at [Tɪᴇʀ II] may use Cure Wounds [3] times a day.

A Cleric at [Tɪᴇʀ III] may use Cure Wounds [4] times a day.

Cure Wounds utilizes the anima of the target to levy the healing, prompting the soul itself to regenerate Minor and Moderate Wounds upon the target through regeneration and mending of flesh and bone, whilst stabilizing Major Wounds- staunching bleeding and covering them with a ribbon-like swathe of chromatic waters. Whilst Cure Wounds is capable of healing mass surface damage and suppressing wounds, it is not capable of outright reconstructing organ structures nor replace missing portions of a body- it may not regrow limbs, digits, eyes, nor anything else.

 

Eᴍᴏᴛᴇ Exᴀᴍᴘʟᴇꜱ:

The Cleric kneels down next to their wounded compatriot, pressing their hand upon their stomach, where a nasty gash had opened from a clean sword strike, blood smearing over their hand. The Cleric’s other hand grips at their Censer, as they focus their blessing into keeping their friend alive.

From the Censer, blessed waters flow- wrapping about the Cleric’s hand pressed to that wound. It causes the trickle of blood to cease and clot. The wounded find themselves rushed with a calming feeling, numbing the pain that wracks them.

Slowly does that gash upon their stomach begin to mend, the flesh knitting itself back together as the waters wash away the blood. A ripple of translucent light casts over their form, pulling together the various other cuts and nicks from battle over the wounded compatriot’s form.

 

Rᴇᴅʟɪɴᴇꜱ:

Cure Wounds takes [3] emotes to heal Minor and Moderate Wounds and stabilize the blood loss of Major Wounds.

In order for a Cleric to cast Cure Wounds, they must be in physical contact with the person they are trying to heal. This prayer can not be done at range. 

Cure Wounds, like all Healing Prayers, may be used upon on individuals. However, Iᴍᴘᴜʀᴇ individuals- regardless of their state of being revealed or hidden, find their mentality afflicted by a feeling as if something ancient and primordial is judging their every action- for even if the Cleric knows not, Tahariae certainly does. For [6] OOC hours following this, the Iᴍᴘᴜʀᴇ individual finds their maximum castable [Tɪᴇʀ] of magic to reduce by the [Tɪᴇʀ] of healing cast spell, which in this case is [2]. This has no visual tell, and should not be metagamed.


 

[Tɪᴇʀ II] Battlemend - [3 Emotes] [Combative] [Prayer]

During the chaos of combat, a Cleric may suppress moderate to lesser injuries on their allies, stopping bleeding and offering a short reprieve from the pain- yet, the wounds themselves will remain, prompting additional care after combat.

 

Mᴇᴄʜᴀɴɪᴄꜱ:

Spoiler

Over the course of [3] emotes, a Cleric may place a palm upon an individual and clasp their Censer within their alternate palm, wherein the Cleric invokes their blessing during the flow of battle to surge from their Censer in the form of water-formed ribbons, swirling and ensheathing themselves about the wounds of their allies, suppressing and staunching the bleeding.

 

Battlemend provides a brief reprieve from the wounds of combat- as it suppresses and staunches all Minor and Moderate Wounds upon an individual. Similarly to the staunching from Cure Wounds, the suppression culls the bleeding and covers them with a ribbon-like spin of chromatic waters, and numbs the regions affected for [6] emotes, before the impart blessing lessens in vigour, leaving behind only the protective staunching. Battlemend can only be used [1] time upon an individual within combat, up to [3] times per day.

 

Eᴍᴏᴛᴇ Exᴀᴍᴘʟᴇꜱ:

The Cleric lifts their Censer in front of them, focusing on the blessed waters within to surge outwards and wrap about their palm. They begin to step forwards, into that fray of battle where their wounded ally fights valiantly in their protection.
As the Cleric continues forwards, the waters that shift and ripple about them gleam with an iridescent pattern of light which refracts about them, as though preparing or coalescing in kind.
When the Cleric reaches their wounded compatriot, they place their hand upon their ally’s back. The blessed waters ripple outwards and seep over their form. In a cold rush that calms the mind and numbs all pain, the various gashes and cuts upon their form are staunched in ribbons of hue, granting them a temporary reprieve.

 

Rᴇᴅʟɪɴᴇꜱ:

Battlemend takes [3] emotes to suppress and stabilize the blood loss from Minor and Moderate Wounds, and numbs the area of the target for [6] emotes.

In order for a Cleric to cast Battlemend, they must be in physical contact with the person they are trying to heal for the final emote of casting. This prayer can not be done at range. 

Battlemend, like all Healing Prayers, may be used upon on individuals. However, Iᴍᴘᴜʀᴇ individuals- regardless of their state of being revealed or hidden, find their mentality afflicted by a feeling as if something ancient and primordial is judging their every action- for even if the Cleric knows not, Tahariae certainly does. For the rest of the combative encounter, the Iᴍᴘᴜʀᴇ individual finds their maximum castable [Tɪᴇʀ] of magic to reduce by the [Tɪᴇʀ] of healing cast spell, which in this case is [2]. This has no visual tell, and should not be metagamed.


 

[Tɪᴇʀ III] Regeneration - [5 Emotes] [Non-Combative] [Prayer]

With a greater deal of concentration, and indeed with a greater toll, a Cleric is capable of healing larger, more expansive wounds, restoring what was and stitching together what is with a rush of healing magics.

 

Mᴇᴄʜᴀɴɪᴄꜱ:

Spoiler

Over the course of [5] emotes, a Cleric may place a palm upon an individual and clasp their Censer within their alternate palm, wherein the Cleric invokes their blessing in a most pure, consecrated, and direct form- directly infusing the fluids of their Censer within their target, as it invokes the soul’s anima to mend-  exhausting the individual being healed as wounds are mended and flesh regenerated.

 

Regeneration mends and heals all wounds upon the target- Minor, Moderate, and Major Wounds alike are mended and regenerated. Missing digits, limbs, eyes, or other body parts are overtaken by a wash of water-coalesced ribbons and their form outlined, before rapidly being incurred to regenerate through the Cleric’s blessing. Regeneration tires out the target, rendering them unable to feasibly perform any combative actions nor aggressively spellcast for [12] OOC hours as a consequence for the severe expenditure of anima required to heal upon such a scale. Regeneration may only be used [1] time per day.

 

Eᴍᴏᴛᴇ Exᴀᴍᴘʟᴇꜱ:

The Cleric kneels down next to their wounded compatriot, taking stock of the various battle wounds that mar their form. The most pressing of which is their lack of an arm, having been cleanly severed by a sword strike. They lean down, cutting the cloth around the wound to expose it.

The Cleric grips their Censer with one hand, while the other hand cups about the stump of what was left from the sword strike, temporarily applying pressure to stem the flood of blood which smears over their fingers.
From within the Censer, blessed waters flow outwards- shifting and flowing freely to wrap about the wounded compatriot’s lack of an arm. The flow of blood ceases and begins to clot.

The waters then begin to ripple with an iridescent sheen, extending outwards to begin to build the shape of the arm that was missing.

Then, slowly does the flesh begin to mend and knit itself back together- bone, flesh, and tendons filling in the shape that the water makes. A weary exhaustion overtakes the wounded compatriot, as though every bit of fight they had within them has been expended through the process of making them a new arm, requiring a period of rest and reprieve in order to recover.

 

Rᴇᴅʟɪɴᴇꜱ:

Regeneration takes [5] emotes to heal and restore all Minor, Moderate, and Major Wounds of the target- but cannot bring back the dead nor recently deceased. For every other Cleric which assists, the emotecount is reduced by [2] emotes.

In order for a Cleric to cast Regeneration, they must be in physical contact with the person they are trying to heal. This prayer can not be done at range. 

Regeneration, like all Healing Prayers, may be used upon on individuals. However, Iᴍᴘᴜʀᴇ individuals- regardless of their state of being revealed or hidden, find their mentality afflicted by a feeling as if something ancient and primordial is judging their every action- for even if the Cleric knows not, Tahariae certainly does. For [24] OOC hours following this, the Iᴍᴘᴜʀᴇ individual finds their maximum castable [Tɪᴇʀ] of magic to reduce by the [Tɪᴇʀ] of healing cast spell, which in this case is [3]. This has no visual tell, and should not be metagamed.


 

[Tɪᴇʀ III] Steedsummon - [3 Emotes] [Combative] [Prayer]

Often, a Cleric may find themselves in need of swift transportation - whether to respond to a plea for magical healing or to evade that which they cannot defeat alone. Thus, they are capable of summoning forth a majestic steed to bear them where they would travel.

 

Mᴇᴄʜᴀɴɪᴄꜱ:

Spoiler

Over the course of [3] emotes, a Cleric may loft a palm within the air whilst clasping their Censer within their alternate palm, wherein the Cleric invokes their blessing in the form of clouds which swirls and harkens into the form of a temporarily-summoned steed, a stag-like being which summons forth a physical manifestation of Tahariae’s blessing in the form of a mount. The visuality of the being is fully freeform, so long that it mechanically acts like a horse and bears the stag-like antlers of Tahariae.

 

Steedsummon’s mount is only able to be used as a mount and serves no other purpose; it is not an independent summon and can not attack or defend. It functions as if a normal steed, with ‘intelligence’ equivalent to so, with the exception to the fact that it may be destroyed with [2] blunt hits or [3] sharp hits. When the cast is complete, the Cleric automatically mounts it at the end of the casting period. Steedsummon may only be used [1] time per encounter.

 

Eᴍᴏᴛᴇ Exᴀᴍᴘʟᴇꜱ:

The Cleric clasps their Censer with one hand, while the other motions outwards to the area just in front of them. The Blessed Waters are pulled from the Censer, flowing freely outwards around the Cleric’s form.
Those Blessed waters coalesce and swirl with a ripple of iridescent patterns, beginning to fill out the form of a stag. From hoof to horn, the translucent creature is crafted with a sterling pair of antlers that tower upon its head.
The Cleric is then boosted, as the stag forms underneath them, finding themselves now riding upon the steeds' back. They begin forth, ready to start a new adventure together.

 

Rᴇᴅʟɪɴᴇꜱ:

Steedsummon is cast over [3] emotes, wherein upon the culmination of the final emote, a steed forms into being, must be mechanically represented by a horse while being ridden.

Steedsummon can be brought into combat from out of combat, however it can not act in any capacity outside of the functions of a mount. This steed can not be made to attack in any capacity.

Steedsummon can absorb [2] blunt hits or [3] sharp hits of any kind, after which it will forcibly dissipate and must be resummoned. 

Steedsummon’s steed can not tank or block a hit meant for its rider, nor may it be summoned at the last moment to block an attack. Only [1] steed may be summoned at a time, and a steed can only be summoned [1] time per combat. These steeds may only mount the Cleric combatively, and summons beneath them.

 

H ʏ ᴍ ɴ ꜱ

AD_4nXcCBqd6e_ART64VqgcLYLbGM-iEswOyVkEJC-aoHBoPGG2moCfcKZsiGkBberFVFQJz8Q5kMxjJaaHgIPrkJvcr38AcK0OdlCM67-7PXwe2N8SnRfOK0rhq4OsrilEC7rMnpb9rGw?key=k0p8wGAmYHxZHRtpsO47OQ

Bᴀꜱᴛɪᴏɴꜱ & Cᴏᴍʙᴀᴛ

 

[Tɪᴇʀ I] Raise Bastion - [2 Emotes] [Combative] [Hymn]

As agents of Purity, Clerics may find themselves in combat with the forces of evil - and in such situations, battle magic may work to turn the side and prevent further lives from being lost. The creation of cloudy Bastion pillars is the foundation of their combative casting, and they function as sturdy shields - yet may be empowered through further application.

 

Mᴇᴄʜᴀɴɪᴄꜱ:

Spoiler

Over [2] emotes, a Cleric may use the blessed water from their Censer to consecrate into a temporary mass, solidifying into a Bastion (defined below). These cloud-liquid masses are temporary- they are the means to exalt other Hymns through. Bastions may only be raised within a [4] meter radius of the Cleric. The amount of times Raise Bastion can be used increases per the Cleric’s tier, as follows:

A Cleric at [Tɪᴇʀ I] may summon [2] Bastions an encounter.

A Cleric at [Tɪᴇʀ II] may summon [3] Bastions an encounter.

A Cleric at [Tɪᴇʀ III] may summon [4] Bastions an encounter, and may summon [2] Bastions at once.

Bastions are condensed forms of blessed clouds, lights, and fluids in the shape of a translucent, gleaming material. They always fill a [1x1x2] meter zone and bear a freeform appearance, so long as they follow the casting tells of Clericism and bear the visual appearance of something along the lines of a statue, fountain, or pillar. Bastions are temporary- lasting no longer than [8] emotes from the time they were hewn- and can be broken prematurely in [2] blunt strikes or [3] other strikes. Bastions must be on stable ground to be consolidated- they cannot form atop shrubs, water, and so on- if a descendant couldn’t stand upon an object, a Bastion could not be summoned there. The extra Bastion that a [Tɪᴇʀ III] Cleric can summon does still apply towards the maximum amount of Bastions that can be summoned within an encounter- hence, it may only summon [2] Bastions twice.

 

Eᴍᴏᴛᴇ Exᴀᴍᴘʟᴇꜱ:

The Cleric focuses their attention upon the Censer which sways in their grasp, from it they tug upon the blessed waters which lie within- allowing it to swirl freely about their form. With one hand they motion outwards, as though ushering those ardent waters forth towards the ground just in front of them.

Those waters coalesce and build into a fluid translucent shape of a pristine fountain, which spills over itself with the pleasing sound of rushing water. At the foot of the fountain, the water pools- glimmering rainbow of refractions upon its surface. It lasts for [8] emotes, a free supply of water for the blessed cleric to command.

 

Rᴇᴅʟɪɴᴇꜱ:

Bastions are pillar-like temporary structures summoned within combat that must bear a form that fills a [1x1x2] meter zone. They may not exceed this, nor may they be smaller than these constraints.

Bastions do not last any longer than [8] emotes from the time they are arisen and may be broken prematurely with [2] blunt strikes or [3] other strikes. They may not be broken prematurely by the Cleric willing them to cease being present or anything else beyond destruction.

The design of the Bastion is freeform and may boast whatever engravings, shapes, and details, so long as it bears the cloud-like translucent texture and fills the maximum space. It is encouraged that these Bastions follow the general depictions of statues, fountains, or pillars.

A Cleric may only have [3] Bastions summoned at one time, and a Bastion may only have [1] effect applied to it at a time.

Thanhium or Auric Oil when striking a Bastion, always functions at most as if a blunted hit- however, Thanhium heats up with the influx of a spell equivalent to the [Tɪᴇʀ] of the Cleric which summoned it.

All radii from Hymns cast from a Bastion require the AoE to have no blocks or other things barring direct radial length from the Bastion- that is to say that these radii cannot go through walls, and must always be cast with means to mechanically reach the Bastion.


 

[Tɪᴇʀ I] Gildsurge - [2 Emotes] [Combative] [Hymn]

The constructs of holy energy that are Bastions are easily capable of sudden release - causing a surging pulse of blessed water from the pillars, repulsing the unworthy as they are forcibly shoved away from the Bastion.

 

Mᴇᴄʜᴀɴɪᴄꜱ:

Spoiler

Over [2] emotes, a Cleric may poise a hand towards one of their Bastions and release a concussive pulse of blessed waters from it in a radius of [3] meters. This pulse affects Iᴍᴘᴜʀᴇ beings solely, and knocks them backwards by [3] meters. The amount of times Gildsurge can be used increases per the Cleric’s tier, as follows:

A Cleric at [Tɪᴇʀ I] may use Gildsurge [1] time a day.

A Cleric at [Tɪᴇʀ II] may use Gildsurge [2] times a day.

A Cleric at [Tɪᴇʀ III] may use Gildsurge [3] times a day.

If cast by a [Tɪᴇʀ III] Cleric, non-Iᴍᴘᴜʀᴇ beings struck within the radius of Gildsurge are given a temporary ward against the next [1] debuff that would afflict them.

 

Eᴍᴏᴛᴇ Exᴀᴍᴘʟᴇꜱ:

The Cleric raises their right arm, pointing towards one of their Bastions that lay some ways in front of them. A glimmering tether of blue-white light forms connecting the two, and energy can be seen to pulse along the threads of magic.

A clear, bell-like tone rings out as the Bastion suddenly releases a wavering blast of blessed water in a 3-metre radius. Any beings deemed Impure within said radius would be shoved away from the Bastion by 3 metres as the waters collide forcefully with their beings. Pure beings, however, would be shielded from the next debuff applied to them.

 

Rᴇᴅʟɪɴᴇꜱ: 

Gildsurge takes [2] emotes to channel blessed water into a Bastion and subsequently release a sudden pulse out of it. This pulse stretches a radius of [3] meters from the selected Bastion.

Gildsurge’s pulse solely hits Impure beings within its radius and knocks them back [3] meters; this cannot knock back creatures of Olog strength or higher.

If Gildsurge is cast by a [Tɪᴇʀ III] Cleric, non-Impure beings within the pulse are given a temporary ward which depicts itself in the form of swirling clouds above their head, which guards them from the next [1] debuff that is to affect them. These debuffs are as follows: induced fear, induced rage, the next time they would burn, and induced blindness. An individual may only be given this [1] time per combative encounter- they cannot choose when it proccs, as it always wards the next debuff upon them.

As with all Hymns, to invoke this spell requires a Cleric to extend their Censer poised to the Bastion they wish to exalt this through for all emotes of casting.


 

[Tɪᴇʀ II] Reposition - [1 Emote] [Combative] [Hymn] 

The vessels of Tahariae’s blessings find Bastions to be powerful tools- yet they are useless if static. A Cleric may will a Bastion to surge forth like a tide in a direction of their choosing, allowing it to be used in ways that permit it to be greater used offensively.

 

Mᴇᴄʜᴀɴɪᴄꜱ:

Spoiler

Over [1] emote, a Cleric may will a Bastion to move, causing it to surge rapidly forward across stable ground up to [8] meters in range. This surging wave bears little physical force to it- ceasing in movement if it contacts anything bearing significant mass of about the size of an adult human with force equivalent to a human’s punch. Reposition may only be used [1] time per Bastion.

 

Eᴍᴏᴛᴇ Exᴀᴍᴘʟᴇꜱ:

The Cleric focuses their attention upon the nearest Bastion, their censer swaying off to the left in a guiding motion. The Bastion’s surface ripples as it is sent rushing forward in a wave, crashing against a nearby wall in a splash which halts its movement.

 

Rᴇᴅʟɪɴᴇꜱ:

Reposition takes [1] emote to launch forwards a Bastion, causing it to surge up to [8] meters in a straight line.

The movement of Reposition may only move in a straight line. It instantly stops if it hits anything bearing equal or greater to an adult human’s mass.

Reposition’s movement occurs rapidly, moving it’s path fully by the end of the emote it was channeled through.

Reposition can only move across surfaces where a descendant could sufficiently stand upon. If it were to attempt to move upon a surface it couldn’t, it would halt before doing so.

Those hit by Reposition’s acceleration find it doing no more force than a peak-strength descendant punch.

As with all Hymns, to invoke this spell requires a Cleric to extend their Censer poised to the Bastion they wish to exalt this through for all emotes of casting.


 

[Tɪᴇʀ II] Veilward - [3 Emotes] [Combative] [Hymn]

A Cleric’s allies may come under attack by the impure - and in such times, they may redirect such strikes to sacrifice their own Bastion in exchange for nullifying the blows dealt to their compatriots.

 

Mᴇᴄʜᴀɴɪᴄꜱ:

Spoiler

Over [3] emotes, a Cleric may poise a hand towards one of their Bastions and release a wash of clouds which swirl in a [3] meter radius around it. Within this radius, all strikes and non-magical projectile damage dealt to non-Iᴍᴘᴜʀᴇ beings so long as the Bastion still exists are redirected to strike the Bastion, until said Bastion shatters. This does not redirect magical projectiles, but redirects all forms of blows to the Bastion. The amount of times Veilward can be used increases per the Cleric’s tier, as follows:

A Cleric at [Tɪᴇʀ II] may use Veilward [1] time a day.

A Cleric at [Tɪᴇʀ III] may use Veilward [2] times a day.

 

Eᴍᴏᴛᴇ Exᴀᴍᴘʟᴇꜱ:

The Cleric lifts their Censer towards one of their nearby Bastions, which then begins to leak a swirl of blessed water, hanging in the air around it, and beginning to cling about those non-impure within its vicinity.

Those waters coalesce and shimmer, rippling a rainbow of colors through the air as their protection takes hold, granting reprieve to those non-impure within its boundary. 

As the warrior’s sword slices forwards- the impact is absorbed by those protective clouds, and in turn the Bastion itself begins to bear a crack though it. A clean cut as though it had taken the blow.

 

Rᴇᴅʟɪɴᴇꜱ:

Veilward takes [3] emotes to channel blessed water into a Bastion and subsequently release a steady stream of clouds which swirls within a radius of [3] meters around the Bastion.

All non-Impure beings within Veilward’s radius find all damage from strikes and non-magical projectiles that would otherwise strike them to be redirected to impact the Bastion, acting as if a functional hit towards it. Veilward’s effects last around the Bastion until said Bastion is destroyed, either by direct hits towards it or the redirected hits from Veilward.

Magical materials & melee-augmenting spells still transfer to the Bastion, yet the target struck still feels the magical effects of said spells or material.

As with all Hymns, to invoke this spell requires a Cleric to extend their Censer poised to the Bastion they wish to exalt this through for all emotes of casting.


 

[Tɪᴇʀ III] Leverage - [3 Emotes] [Combative] [Hymn]

When in the midst of combat, a Cleric is capable of empowering their allies’ armor, allowing it greater resilience against attacks - and, conversely, weakening that of impure beings.

 

Mᴇᴄʜᴀɴɪᴄꜱ:

Spoiler

Over [2] emotes, a Cleric may poise a hand towards one of their Bastions and release a wash of ribbon-like waters that sublimate and consume the surrounding [3] meters. Within this radius, it alters the strength and protectiveness of the armour those within depending on the judgement the purity they bear is doled. Non-Iᴍᴘᴜʀᴇ beings find the strength of their armor increased by [1] tier when within this radius- so Light Armor would function as if Medium Armor, and Medium Armor as if Heavy Armor. Iᴍᴘᴜʀᴇ beings find the strength of their armor decreased by [1] tier when within this radius- so Medium Armor would function as if Light Armor, and Heavy Armor as if Medium Armor. This does not increase/decrease mobility by any means, as they still move as if they don what armor they priorly did. The amount of times Leverage can be used increases per the Cleric’s tier, as follows:

A Cleric at tier [Tɪᴇʀ II] may use Leverage [1] time a day.

A Cleric at tier [Tɪᴇʀ III] may use Leverage [2] times a day.

 

Eᴍᴏᴛᴇ Exᴀᴍᴘʟᴇꜱ:

The Cleric raises a Censer, from which the blessed waters flow, towards their Bastion, prompting a surge of light to gather within the conjured structure as some manner of spell is prepared. A whitish circle emanating from the Bastion appears, gleaming softly yet causing no effect as of yet.

Following this, a sudden flurry of water briefly covers a 4-metre radius around the Bastion. All those deemed Impure would find their armor’s strength decreased by a tier, and non-Impure beings would find the opposite occurring as clouds swirl around their armor, strengthening it to the next tier yet without causing any impediment to mobility.

 

Rᴇᴅʟɪɴᴇꜱ: 

Leverage takes [3] emotes to channel blessed water into a Bastion and subsequently release a steady stream of energies which swirl within a radius of [4] meters around the Bastion.

All non-Impure beings within Leverage’s radius find their armour class increase by one tier, as per the following progression: [Clothes → Light Armor → Medium Armor → Heavy Armor], which cannot increase beyond that of Heavy Armor. This upscaling does not impede movement or mobility by any means, permitting them to move as if they wore their prior armour.

All Impure beings within Leverage’s radius find their armour class increase by one tier, as per the following progression: [Heavy Armor → Medium Armor → Light Armor], which cannot decrease beyond that of Light Armor. This downscaling does not alter movement or mobility by any means, permitting them to move as if they wore their prior armour.

The effects of Leverage upon an individual cease [1] emote after they move out of the blessing’s radius, and ceases overall if the Bastion is destroyed.

As with all Hymns, to invoke this spell requires a Cleric to extend their Censer poised to the Bastion they wish to exalt this through for all emotes of casting.


 

[Tɪᴇʀ III] Egalitarate - [3 Emotes] [Combative] [Hymn]

A Cleric may seek to restrain those of impure natures - perhaps to allow for their imprisonment, or to stay a horde from assailing their allies. In such cases, they may manifest fluid tethers which impede the enemies of Purity.

 

Mᴇᴄʜᴀɴɪᴄꜱ:

Spoiler

Over [3] emotes, a Cleric may poise their Censer towards one of their Bastions as slews of blessed waters erupt from it, hardening into fluid ribbons, and thusly release these ribbons to spiral outwards- tethering themselves loosely to all Iᴍᴘᴜʀᴇ beings within a [3] meter radius from it- pulling them [2] meters toward the Bastion and immensely slowing their movement down, reducing all forms of movement by [2] meters when within this zone and preventing any form of magical movement. The ribbons that ‘bind’ them to this Bastion are pseudo-corporal, easily breakable by [1] direct strike to it, removing the movement debuff- yet the prevention of magical movement remains until the Bastion is destroyed. Egalitarate may only be used [2] times a day.

 

Eᴍᴏᴛᴇ Exᴀᴍᴘʟᴇꜱ:

The Cleric raises their Censer, ribbons of water wrapping around the sacred object. Their Bastion mirrors this effect, larger threads of holy fluid forming around it as a light trickle seep from the construct.

Ribbons continue to form, until the Bastion appears fully covered in cloudwoven threads. The Cleric remains still, Censer still held out towards the Bastion as a steady flow of waters stream from it to the glowing pillar.

Then, with a ringing surge, the Bastion releases a sudden flurry of watery threads within a 3 metre radius of it - snaring all Impure beings within and tugging them 2 metres towards the Bastion. Futhermore, unless broken with 1 direct strike, the tethers would remain, slowing the beings by 2 units and - regardless of if the tethers are broken - prevent magical movement until the Bastion is destroyed.

 

Rᴇᴅʟɪɴᴇꜱ:

Egalitarate takes [2] emotes to channel blessed water into a Bastion and subsequently have it lash out to tether and chain all Impure beings within a [3] meter radius from it. These Tethers pull all beings caught [2] meters towards the Bastion they originated from, and reduce all movement by [2] meters so long as they are active.

Egalitarate’s radius of [4] meters prevents all magical movement by impure beings within this radius, remaining until the Bastion is broken or until [4] emotes have passed.

These tethers may either be broken by the destruction of the Bastion, moving [8] meters from the Bastion to snap it by force, or by spending [1] emote to strike at it, shattering that tether clean.

As with all Hymns, to invoke this spell requires a Cleric to extend their Censer poised to the Bastion they wish to exalt this through for all emotes of casting.

 

R ɪ ᴛ ᴇ ꜱ

AD_4nXc0d_udegcogfBKN9Ejzbe09WWp9Qb-XDqg4YGkDR5n3MAKDrmSGUsJ5KGsRKRjW7uzt5tGzLlM9TlW9lVW_nQz_XDWFoLggNJ-vPJRsVKBGarJ4Od9vpGLsy47dXj3y85V11SSpg?key=k0p8wGAmYHxZHRtpsO47OQ

Pᴜʀɢɪɴɢ & Cᴏɴꜱᴇᴄʀᴀᴛɪᴏɴ

 

[Tɪᴇʀ I] Revivify - [1 Emote] [1 Cleric] [Non-Combative] [Rite]

A Cleric’s work will often put at risk their mortal form- and it is not uncommon for one of Tahariae’s blessed to fall to blade or spell. In such cases, they will be returned to the world renewed and ready to serve- yet with the weight of failure signifying to them their judgement.

 

Mᴇᴄʜᴀɴɪᴄꜱ:

Spoiler

Revivify is the Cleric’s innate access to utilize their blessing granted upon connection, permitting their physical vessel to resurrect post-mortem to continue carrying on Tahariae’s will. If a Cleric suffers a lethal wound, Tahariae’s blessing automatically enacts, returning their soul from the soulstream to the material world slowly over one [1] OOC day.  While they retain no specific memories of their death, they are aware of having died and must endure the weight of failure, suffering intense anxiety and guilt as Tahariae doles down a mote of judgement upon their soul- the mental effects of such lasting for [3] OOC days; over that timespan, the maximum [Tɪᴇʀ] of spells they may cast decreases by [1]. Revivify is an innate ability- it is the only ability of all of Clericism that is inherent knowledge to Clerics upon connection.

 

Eᴍᴏᴛᴇ Exᴀᴍᴘʟᴇꜱ:

Coming Soon :3

 

Rᴇᴅʟɪɴᴇꜱ:

Clerics post-mortem are not revived by the Wilven Monks, yet rather via Revivify. Upon death, their soul is inert for [1] OOC day as they undergo the process of renewal.

This rite can not be used to metagame information about the circumstances of one’s death. The Cleric is only left with the lingering despair of having failed Tahariae, and maintains no memories about the circumstances of their death.

The despair caused by Revivify decreases the maximum [Tɪᴇʀ] of all spells that a Cleric may cast by [1] for [3] OOC days, until the despair and feeling of judgement fades.


 

[Tɪᴇʀ I] Consecration - [3 Emotes] [1 Cleric] [Non-Combative] [Rite] 

The creation of a Cleric’s Censer is an important ritual for any of Tahariae’s chosen - and due to the various cultures of descendants, is quite freeform in nature, though adheres to certain themes.

 

Mᴇᴄʜᴀɴɪᴄꜱ:

Spoiler

Consecration is the mechanic of how a Cleric may create a Censer- it is a freeform ritual that takes place over [3] emotes, wherein the Cleric clasps a stone or any other object of similar form, weight, and durability and slowly suffuses their blessing within it, before immersing it within a pool of water. The creation of a Censer may only be done [1] time per OOC week, and requires an [ST] signed item bearing a [Significant Magic Item] tag, given the Censer’s usage as a casting implement.

 

Eᴍᴏᴛᴇ Exᴀᴍᴘʟᴇꜱ:

Coming Soon :3

 

Rᴇᴅʟɪɴᴇꜱ:

Consecration is a freeform ritual that takes place over [3] emotes, wherein a Cleric uses their blessing to reshape a stone into the form of a Censer, and imbue its fluids with their blessing.

Consecration creates a Censer, following all respective redlines and functionality within its associated section within this lorepiece. It may only be performed [1] time per OOC week, and must be [ST] signed and bear the [Significant Magic Item] tag.


 

[Tɪᴇʀ II] Blightpurge - [4 Emotes] [2-5 Clerics] [Non-Combative] [Rite] 

To cleanse and purify are two of the core abilities that Clerics hold - it is only logical, therefore, that they are capable of performing both with incredible power, given suitable assistance in the rite.

 

Mᴇᴄʜᴀɴɪᴄꜱ:

Spoiler

Blightpurge is the ritual which cleanses and eviscerates curses, taints, foul enchantments, and impure structures- a rite which scales in turn with the amount of Clerics participating. The ritual is freeform, so long as it indicates the Censer being used to guide and impart the blessing within the target and collateral participation from all participating Clerics. The rite scales as follows:

☱ [Tᴡᴏ Cʟᴇʀɪᴄꜱ]

Malflame Burns, Necromantic Pestilences, Pale Curses

[Tʜʀᴇᴇ Cʟᴇʀɪᴄꜱ]

Impure Enchantments, Cursed Idols, Naztherak Boons & Banes, Nephilim Boons

[Fᴏᴜʀ Cʟᴇʀɪᴄꜱ]

Impure Structures, Descendant Curses (Corcitura, Lycanthropy), Seer Cultivation

[Fɪᴠᴇ Cʟᴇʀɪᴄꜱ]

Impure Relics (with [ST] approval & oversight), Cursed Children

When performed within the pool of a Palisade, the Palisade functions as [1] Cleric for the purpose of this rite within the ritual casting process. Impure Enchantments, Structures, and Relics are all items, structures, and important objects enchanted or altered by any magics from the Iᴍᴘᴜʀᴇ chart within this lorepiece. Impure Relics may only undergo this rite via [ST] approval and oversight, which often defaults to approval from either [ST Management] and/or [Lore Masters].

 

However, this purging of curses is not all-forgiving as many would pray it to be- Tahariae inflicts judgement within the blights of descendantkind, especially with that of the Cursed Children and the final stages of Lycanthropy and Corcitura- that of [Tɪᴇʀ III]. Normally all unpurgeable curses and blights upon descendants, Clericism offers those tainted with it the means to escape- however, their purging of their blight is not unreplaced. Tahariae scorns them eternally- imparting a judgemental ‘blessing’ upon them which lasts even beyond death, barring them from gaining or partaking in any magic nor creature-race that he may deem Iᴍᴘᴜʀᴇ.

 

Eᴍᴏᴛᴇ Exᴀᴍᴘʟᴇꜱ:

Coming Soon :3

 

Rᴇᴅʟɪɴᴇꜱ:

Blightpurge is a freeform ritual that takes place over [4] emotes, and necessitates any number of Clerics from [2-5], with its potency scaling with every additional Cleric.

Blightpurge at [Tᴡᴏ Cʟᴇʀɪᴄꜱ] cleanses malflame burns, mundane ailments, necromantic-sourced pestilences and curses, and similar necrotic wounds.

Blightpurge at [Tʜʀᴇᴇ Cʟᴇʀɪᴄꜱ] cleanses Deific/Holy/Impure Enchantments (specifically not those of the void), which includes Cursed Idols, though it need not directly target such. It further cleanses all ilks of Boons/Banes upon an individual.

Blightpurge at [Fᴏᴜʀ Cʟᴇʀɪᴄꜱ] cleanses Deific/Holy/Impure Structures (specifically not those of the void), a Seer’s Cultivation, and the Descendant Curses of Lycanthropy and Corcitura. This may cleanse even those which time-wise would be incurable, but not without Tahariae’s judgement upon them.

Blightpurge at [Fɪᴠᴇ Cʟᴇʀɪᴄꜱ] may cleanse Deific/holy/Impure Relics (specifically not those of the void), so long as [ST] approval and oversight have been given, and may cleanse Cursed Children, but not without Tahariae’s judgement upon them.

Blightpurge done upon an individual needs OOC consent, yet not IRP consent in order to perform.

Blightpurge done upon those who would be otherwise incurable inflicts Tahariae’s judgement upon them- which afflicts [Tɪᴇʀ III] Corcitura, [Tɪᴇʀ III] Lycanthropes, and Cursed Children who are purged. This is irremovable without a [MArt], and bars them from learning any Impure [MAs] nor [CAs], even after death. This form of blessing marks their soul with Tahariae’s soulclaim, rendering them a member of Tahariae’s court postmortem, and incapable of gaining any post-mortem [CA].

Blightpurge, when performed in the pool of a Palisade, has the Palisade function as [1] Cleric for the purpose of the numbers required to scale Clerics.


 

[Tɪᴇʀ II] Judgement - [3 Emotes] [3 Clerics] [Non-Combative] [Rite] 

A group of Clerics may deliver judgement upon a defeated Impure being, creating a soul-bound affliction which may change depending on the will of the judges. Perhaps, the powers of judgement may prove sufficient to turn even the most black-hearted individuals.

 

Mᴇᴄʜᴀɴɪᴄꜱ:

Spoiler

Judgement is a ritual which inflicts a punishment-verdict upon Iᴍᴘᴜʀᴇ individuals who have been bound and captured, as an alternative to directly killing them. Through the impartation of their blessing not upon the Iᴍᴘᴜʀᴇ’s bodily vessel, yet rather on their soul itself, it imparts one of the four judgements, chosen as per consensus of the three Clerics partaking within the ritual- which lasts for [7] OOC days.

☱ [Pᴇɴɪᴛᴇɴᴄᴇ]

The Iᴍᴘᴜʀᴇ being shall feel as if their connection to whatever marked them has been suppressed, and as if muffled- whilst it does not revert the alterations of the Iᴍᴘᴜʀᴇ’s self, soul, mind, nor impede their bond, it rather adds upon their mentality the dread-riddled feeling that every thought, action, and word they speak or partake within are being judged. During this period of time, they are incredibly averse to combative interaction.

[Sᴇᴠᴇʀᴀɴᴄᴇ]

In similar macabre fashion to the Long Arm, the deific artefact enhanced by Tahariae’s raw potency, the blessing may impart upon the Iᴍᴘᴜʀᴇ being the a violent and otherworldly torment which racks and pains their form for the length of the curse, weakening their potency for casting their magics. During this time period, the maximum [Tɪᴇʀ] of spells that the Iᴍᴘᴜʀᴇ could cast is lowered by [1].

[Sɪʟᴇɴᴄᴇ]

Imparting the Iᴍᴘᴜʀᴇ being’s soul with a muffling censor, the morphed form of the blessing renders the target incapable of verbally speaking for the duration of the judgement. Rather, attempts to do so would cause pangs of holy agony to swathe across their head. However, this silence also binds the bodily vessel as much as it does the soul- communication through sign-language and written text alike would cause similar pain to prevent them from performing so.

[Jᴜᴅɢᴇʟᴇꜱꜱ] [PK / Eᴠᴇɴᴛ Oɴʟʏ]

The most pure impartation upon the soul is not one commonly present- for it involves the utter purgatory of the soul of the Iᴍᴘᴜʀᴇ- rendering it anew via the interference of Tahariae’s blessing. Requiring OOC consent of the target or to be done within an Event only, this verdict cleanses and erodes the soul of sin of being or alteration- morphing and eviscerating the vessel, sending their soul then as the standard of its race thereafter, fundamentally acting as a PK.

If the target of Judgement OOCly consents, the punishment of Judgement may be extended beyond the [7] OOC days to any extent that the victim so wishes. Judgement may solely be done upon Iᴍᴘᴜʀᴇ beings who have been captured and restrained, requiring all [3] emotes to be done in a freeform fashion uninterrupted in order to impart the target with the verdict. This verdict ceases to be if the Iᴍᴘᴜʀᴇ being is killed within the same encounter or an encounter succeeding when the verdict was dealt, but continues to linger upon the soul if killed in any other form.

 

Eᴍᴏᴛᴇ Exᴀᴍᴘʟᴇꜱ:

Coming Soon :3

 

Rᴇᴅʟɪɴᴇꜱ:

Judgement is a freeform ritual that takes place over [3] emotes, where [3] Clerics come together to inflict Judgement upon an Impure individual, which creates a binding punishment upon the target for [7] OOC days.

Judgement’s punishment is chosen from one of the four options under IRP consensus of the Clerics; it may not be Judgeless unless the target has given OOC consent or if it occurs within an event.

Penitence does not actually prevent casting or cut any Impure connection, yet rather makes the Impure feel as if said connection has been muffled and make them averse to combative interaction.

Severance lowers the maximum [Tɪᴇʀ] of spells that the Impure could cast is lowered by [1] for the duration of the curse, whilst imparting upon them a constant torment. This has no effect on tierless Impures, such as Heralds or [CAs] like Nephilim.

Silence renders all forms of direct communication unfeasible, from speaking, sign-language, and written text. Words of power (words incanted in order to utilize spells, enchantments, and rituals) are not barred by this- Tahariae's blessing, muted by the long distance it travels from the Aengudaemon himself, cannot bar the words of power as direct as the incanting of a Naztherak or Herald efficiently.

Judgeless requires OOC consent to use, and purges the soul from whatever binds it has been set to- it sends their soul to the standard of where their race would otherwise go to, if it hadn’t been altered. If the soul would have nowhere to go, Tahariae takes it into his realm, adding the liberated soul to the Gilded Court.

A person can only be under [1] Judgement effect at a time. Utilizing this rite in bad faith, such as camping someone on respawn, is grounds for the Cleric to be stripped of their MA and permanently blacklisted from the magic.


 

[Tɪᴇʀ III] Raise Palisade - [6 Emotes] [3 Clerics] [Non-Combative] [Rite] 

The creation of a semi-permanent Bastion is one available to mastered Clerics, allowing for shrines and other places where the Clerics may wish to defend to be constantly ready for defence - and to assist in performing rituals. 

 

Mᴇᴄʜᴀɴɪᴄꜱ:

Spoiler

Raise Palisade is the rite which permits a congregation of Clerics to create a pseudo-permanent version of a Bastion, albeit larger and more potent, called a Palisade. This rite is freeform over the course of [6] well-written emotes, wherein upon completion, the structure must be [ST]-signed, and takes up [1] of the maximum [4]  Bastions that each participating Cleric could summon within a combative encounter.

 

Palisades function as semi-permanent Bastions for the purpose of all combative casting, lest for the exception that they do not naturally decay and must be broken. Palisades bear the form of a larger pillar-like Bastion, which must be contained within a pool that stretches [3] meters from its outline, and the dimensions must fill a [5x5x17] meter zone. Palisades may be broken in either [6] blunt strikes or [8] other strikes. They may not be created within combat- and they are bound to the [3] Clerics who partake within the ritual, who are the only ones who may cast Hymns via them. Upon being destroyed, each of the Clerics who helped create it suddenly feel their blessing temporarily contort, stunning them for [2] emotes. Palisades help Clerics whom wish to perform Blightpurge within the radius of their pond, acting as if [1] Cleric to the counts of the Blightpurge rite.

 

Eᴍᴏᴛᴇ Exᴀᴍᴘʟᴇꜱ:

Coming Soon :3

 

Rᴇᴅʟɪɴᴇꜱ:

Raise Palisade is a freeform ritual that takes place over [6] emotes, where [3] Clerics come together to consecrate a Palisade- a greater form of a Bastion. If performed, it may not be partaken again by those Clerics for [2] OOC weeks.

Palisades bear an [ST] sign stating that it is a Palisade from Clericism. The Clerics who participated in Raise Palisade has the Palisade created take up one of their [4] maximum slots of Bastions indefinitely until broken. Palisades may not be moved by Reposition.

The Palisade created bears the size of a [5x5x17] area, and is more resilient than a mundane Bastion- capable of tanking up to [6] blunt strikes or [8] other strikes until shattered. Hymns channeled through these may only be done by the [3] Clerics which created it, and bear twice the radius for their casting. Hymns that would otherwise bear an indefinite duration until their Bastion is destroyed have a duration of [6] emotes if cast through a Palisade.

If a Palisade is shattered, all [3] Clerics which created it are stunned for [2] emotes, and are incapable of helping create a new Palisade for [2] OOC weeks.


 

[Tɪᴇʀ III] Vesselsmith - [3 Emotes] [1-3 Clerics] [Connection/Disconnection] [Rite] 

The cornerstone ability of all Clerics - the power to extend Tahariae’s boon unto another, or to sever it should there be reason to. Only a fully mastered Cleric is capable of learning this, and must undertake a long, soul-searching journey to unlock it.

 

Mᴇᴄʜᴀɴɪᴄꜱ:

Spoiler

Vesselsmith is the connection/disconnection ritual for the magic, and is the last rite that a Cleric may learn. Critically, this may not be acquired just by a mere lesson- yet rather is imparted through a long and arduous journey of self-reflection that the aspiring teacher must undergo in order to achieve knowledge of this rite, and subsequently post a [TA].

» In order to acquire the rite Vessselsmith, an individual must go through the process of a journey of self-discovery, which requires their teacher to set them out upon a journey which is to last at minimum, [2] OOC weeks with an overarching question which relates to Tahariae, their purpose, or the nature of the blessing- wherein the Cleric must wander the world attempting to help others within it whilst searching for their own inner answer to such a question.

» Upon returning from such a journey and recounting their travels, lessons, and chosen answer to their Teacher, only then may the Cleric learn Vesselsmith, which may be thusly marked upon their Clericism [MA], validating them to post a Clericism [TA].

Vesselsmith itself has two forms- Connection and Disconnection, detailed as follows:

[Vᴇꜱꜱᴇʟᴍᴀᴋɪɴɢ] [1 Cleric]

Vesselmaking is the process of becoming the recipient of a fragment of Tahariae’s blessing. ‘Connection’ is not the proper term for this act, for technically one is never connected directly to Tahariae, yet rather becomes a vessel of their deific mana and blessing as they become a physical vessel who acts and doles forth Purity and Justice in his stead to those around them. This is a freeform ritual wherein a Cleric who knows Vesselsmith and a [TA] may connect another to this magic, starting them off upon the path of Clericism at [Tɪᴇʀ I].

[Vᴇꜱꜱᴇʟʙʀᴇᴀᴋɪɴɢ] [3 Clerics]

Vesselbreaking is a scarce judgement, offered to solely those who have proved themselves time and time again as opposing the ideals of Tahariae- and as such, their blessing must be rended from their vessel, and lay it weak and crippled. The Cleric to be disconnected must be brought before a tribunal of [3] Clerics, all of which must know the rite of Vesselsmithing. Within such, a freeform rite may be conducted where the blessings of the three are utilized to weave and divest the forsaken Cleric of their blessing- which renders them unable to partake in any other magic nor creature-race that Tahariae would consider Iᴍᴘᴜʀᴇ, and sealing their fate as Tahariae places a soulclaim upon the forsaken- wherein they may not reach any post-mortem [CA] no matter what. Disconnected Clerics may be reconnected only once more, albeit they must start at [Tɪᴇʀ I], and if disconnected oncemore may not regain Clericism ever.

 

Eᴍᴏᴛᴇ Exᴀᴍᴘʟᴇꜱ:

Coming Soon :3

 

Rᴇᴅʟɪɴᴇꜱ:

Vesselsmith is the Connection/Disconnection rite for Clericism, and cannot be mundanely taught. It cannot be inferred or observed passively, and must be acquired via a journey of self-discovery. This rite must be marked on the Cleric’s [MA] in order to apply for a [TA] or to perform it.

Vesselsmith may only be acquired after undergoing a [2] OOC-week long journey of self-discovery in terms of Tahariae, with an overarching question given to them by their teacher- often about the tenets or similar overarching inquiries about Purity and Justice. After completing so, they may acquire the spell.

Vesselsmith when used to connect an individual is done over a [3] emote freeform ritual, wherein an individual with a valid [TA] can connect another to Clericism, giving them an [MA].

Vesselsmith when used to disconnect an individual requires [3] Clerics, all of which bear knowledge of Vesselsmith. They may in a freeform ritual exhume a bound and captured Cleric of their blessing, rendering their [MA] denied.

A disconnected Cleric may not learn any Impure [MAs] nor [CAs], and are incapable of receiving any post-mortem [CA], which is irremovable without a [MArt]. They may be reconnected to Clericism only once at [Tɪᴇʀ I], but if ever disconnected again are rendered incapable of learning Clericism again.

 

AD_4nXdGhRV9ibhlF7lVKB-d9PUb9YJKFLBuDf2uA8lpCYOTy630zgZOFZP5eAQoHItBv1An1fveFqbreKxOnLeZ-T6gsc377vU_jMng0h0Yubv1uoFvQcyQxFh-soK7RQPMZyAc0jlWiQ?key=k0p8wGAmYHxZHRtpsO47OQ

 

[ P ᴜ ʀ ᴘ ᴏ ꜱ ᴇ ]

 

Clerics are a staple of fantasy, and a once-prominent holy magic in eras past of LotC. It's a niche that's been missing for a while- and for good reason. Healing and supportive magics are hard to find a feasible niche to fill, especially in the ever-shifting world of LotC. This write aims to fill that in the best possible way- by making them healers, supports, but ultimately- unique. To some degree, this is a spiritual successor to multiple works of myself and Lyn, including Abyssal Knights (rip Cameron), Arbiters of Tahariae, and Eshtael’s Seraphs- all of which to some degree were taken inspiration from.

 

Oh and also CURSEEE YOU ZHULIKKKKKK

- pallo

[ C ʀ ᴇ ᴅ ɪ ᴛ ꜱ ]

 

S ᴄ ʜ ɪ ᴢ ᴏ ᴘ ʜ ʀ ᴇ ɴ ɪ ᴀ   I ɴ ᴄ .

ᴘᴀʟʟᴏᴅɪᴜᴍ, ɪʙʟᴇᴇꜱɪᴀɴ, & ꜱᴛɪɴɢʏᴘᴀʀʀᴏᴛ
 

 

Iɴꜱᴘɪʀᴇᴅ Bʏ:

ᴀʙʏꜱꜱᴀʟ ᴋɴɪɢʜᴛꜱ (ᴘᴀʟʟᴏᴅɪᴜᴍ)

ᴀʀʙɪᴛᴇʀꜱ ᴏꜰ ᴛᴀʜᴀʀɪᴀᴇ (ɪʙʟᴇᴇꜱɪᴀɴ)

ᴇꜱʜᴛᴀᴇʟ’ꜱ ꜱᴇʀᴀᴘʜꜱ (ɪʙʟᴇᴇꜱɪᴀɴ)

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Misspelled the word 'project' in the spoiler, -1

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Where Pallo posting

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Condensing everything from explanation/tier progression through connection/casting in that way was smart, formatting wise. I also like the direct mentions of both Alchemy and Voidal magic in the casting/connection section, since Alchemy isn't always taken into account, and at a base level is not meant to work alongside anything deific. Bit surprised that Cursed Children are technically impure now (ie, now eligible to get blasted by holy), since I thought holy couldn't technically hurt them combatively - and if anything Templars (Malch) would want to purge them all first. Also censer as a casting implement is cute (inb4 pocket holy water attempts are made)

+1, fingers crossed for new clerics

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This Lore has been accepted. Moved to Implemented Lore, it will be sorted to it's appropriate category soon.  You will be contacted regarding the guide (or implementation if it isn’t needed) shortly.

 

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at least you have given us a collective name to refer you to now instead of just "those ones again ugh"

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can't wait to spread justice with my holy water spray bottle

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wber da paladns gp???

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Its Clericism 2, you missed the chance to add "Electric Boogaloo" at the end

Overall my opinion on this matter isnt important at all but I would like to say I like this lore piece

I like the idea of a purely supportive healing magic and I feel its something missing wildly in Lotc. We have every other major basic magic class archetype 

Monks [Kani], Sorcerers & Wizards [Voidal Magic], Spellblades [Mysticism & Scion], Warlocks [Naztherak], Necromancers[Necromancy], etc. 

Except for a healer, which I think does well. While it doesn't have many downsides, theres not really a need? Similar to templar this is only really usable against darkspawn and the "Impure." I would need to give it a closer read to have any critiques but so far? I really like it

I hope it does well

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Azdrazi so bored, we're trying to create enemies for ourselves. This is so cooked.

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5 hours ago, Pallodium said:


AD_4nXc7aHknvlLvTfsoCH01R7EvY4Sahs7kI2NiNKgofSUSWayWamAI6L-H6dNBTr73Ba6MHGgrXQQttHr7YDQ9CZZkzJgdmS6iH-t0s2WxV6PH8Ww4RiME5BBo_gGqrPRxJM2nX2o3?key=k0p8wGAmYHxZHRtpsO47OQ

 

7671249ac21751438432caa7820da169.png

buddy : C

 

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Top spoiler. Says 'Lorepice' instead of Lorepiece . ❤️

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