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[Shelved][✓] [Magic Lore] Paladinism


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Spoiler

 

 

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P ᴀ ʟ ᴀ ᴅ ɪ ɴ ɪ ꜱ ᴍ

Tʜᴇ Kɴɪɢʜᴛꜱ ᴏꜰ Xᴀɴ

 

✦•━•⊰𒋝⊱•━•✦

The Aengul of Order and Guardianship, the Aengul Xan; brother of Tahariae. The reasoning for Xan’s intervention with mortals is still that of a mystery today, but the Wingless Lion, capable of ripping off his own wings for mere mortals, would be heralded as Guardian of the Weak, for those wings would be a symbol of Xan’s sacrifice for the greater good. He would give up his own divine weapon, the Golden Lance, in order to aid the mortals in their defeat of the corrupted dragons, Chrysteria, Setherien, Gudour, that threatened the far flung lands, upon the isles of Sheerok.

 

Xan would once again descend as he did in Aegis, and in Sheerok, in the lands of Arcas; as the threat of the Inferi were heralded by the death of Metzli. Together with Aeriel, Gazardiel, Eshtael, and Malchediel, the Pantheon sought to stop the latest plot of Iblees to be reborned. Inhabiting the body of Keeper Yulia Horen, Xan would lead the Paladins to circumvent the Straits of Al’faiz, smiting down foes with its spears and lances, to storm the main Inferi encampment. After the resolution of Gazardiel, Xan and his brethren left for the skies again, entrusting the future of the grey to His mortal instruments once more.

 

✦•━•⊰𒋝⊱•━•✦

 

Fᴜʀᴛʜᴇʀ ɪɴꜰᴏ ᴀʙᴏᴜᴛ Xᴀɴ ɪꜱ [ʜᴇʀᴇ].

 

Tɪᴇʀ Pʀᴏɢʀᴇꜱꜱɪᴏɴ

Vᴇꜱꜱᴇʟꜱ ᴏꜰ Oʀᴅᴇʀ

 

Paladins are the vessels of Xan’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. Paladinism is a [3] slot Deific Magic, sourced from the Aengudaemon of Order and Guardianship. The progression of Paladins bears a [3] tiered progression, which is slowly summated over [8] OOC weeks.


Tɪᴇʀ I: [Immediate]

     လ Sᴜɴʟɪᴛ Sᴘᴇʟʟꜱ: Xannic Fervour

     လ Mɪꜱᴛ Hᴇᴀʟɪɴɢ: Lay on Hands, Calming Rains

     လ Gᴜᴀʀᴅɪᴀɴᴄʀᴀꜰᴛ: Raise Shrine, Gildsurge

Tɪᴇʀ II: [4 OOC Weeks Post-Connection] 

     လ Sᴜɴʟɪᴛ Sᴘᴇʟʟꜱ: Sunlit Salvo, Guardianship’s Favor

     လ Mɪꜱᴛ Hᴇᴀʟɪɴɢ: Cure Wounds, Battlemend

     လ Gᴜᴀʀᴅɪᴀɴᴄʀᴀꜰᴛ: Reposition, Veilward

Tɪᴇʀ III: [8 OOC Weeks Post-Connection] 

     လ Sᴜɴʟɪᴛ Sᴘᴇʟʟꜱ: Stalker’s Step, Sunlight Spear

     လ Mɪꜱᴛ Hᴇᴀʟɪɴɢ: Regeneration

     လ Gᴜᴀʀᴅɪᴀɴᴄʀᴀꜰᴛ: Leverage, Vesselsmith

 
Spoiler

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

» Primarily, Paladins 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.

 

Rᴇᴅʟɪɴᴇꜱ:

Paladinism is a [3] slot Holy Deific Magic originating from Xan- the Aengudaemon of Order and Guardianship.

Paladinism 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 Paladins 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

Xan’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 Paladins; given Xan’s primary motives to exalt his view of Order 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 Paladins; unlike other deific magics, Vaasek’s witnesses bear no physical nor spiritual tell upon their vessels, permitting them to co-exist with Xan’s blessings.

 

Barrow-Born & Blood Mages are ᴄᴏᴍᴘᴀᴛɪʙʟᴇ with Paladins; 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 Xan finds them to be useful vessels for his power.

Deific, Voidal, and Dark Magics, are ɪɴᴄᴏᴍᴘᴀᴛɪʙʟᴇ with Paladins; these are anathema to Xan 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 Paladins; the aengulic blessings of Xan 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 Paladins; even if neutral, to Xan, these are still Unorderly and anathema to their blessings, and as such are not valid vessels for his blessing.

 

Soulless Beings (Sorvians, Automatons, Homunculi, etc.) are ɪɴᴄᴏᴍᴘᴀᴛɪʙʟᴇ with Paladins; 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

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

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

 

Tʜᴇ Vɪꜱɪᴏɴ ᴏꜰ Oʀᴅᴇʀ

Xᴀɴ'ꜱ Iᴅᴇᴀʟɪᴛʏ

 

The Vision of Order, ultimately, is Xan’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 Uɴᴏʀᴅᴇʀʟʏ being (referred to with said formatting and hue throughout this lorepage) is defined as any descendant who has forsaken the orderly 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 Uɴᴏʀᴅᴇʀʟʏ 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 Uɴᴏʀᴅᴇʀʟʏ 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: Shamans, Druids, Heralds, Palmreaders, Lycanthropes, Corcitura

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

 

Rᴇᴅʟɪɴᴇꜱ:

Spoiler

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

Utilizing any of the Paladin’s abilities to metagame or ‘darkspawn test’ is grounds for a Paladinism [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 Paladins, yet rather a list of what the magic itself classified under which subcategories of its effects. The ‘enemies’ of Paladins are up to player group interpretation via the cultural tenets.

» The core reason for us having other divine magics be classified as ‘Unorderly’ 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; if other holy magics are to pass (which Xan and by proxy his blessing would align with) they would not be within this category.

Dɪᴄʜᴏᴛᴏᴍʏ ᴏꜰ Aᴄᴛɪᴏɴ

Xᴀɴ'ꜱ Tᴇɴᴇᴛꜱ

 

The Dichotomy of Action, ultimately, is Xan’s pathway to achieve what he deems his orderly vision. It is emblazoned and sealed within the minds of all who are connected to the magic of Paladinism- 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 Order and Guardianship’s blessing scorns their actions. They are as follows- for they are unchanging, eternal, and everlasting; they are Xan’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 Order.

 

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 Oʀᴅᴇʀ; 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 Paladins 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 Xan wishes to hold their Paladins accountable, a Paladin 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 Paladinism [MA], these are not upheld by instant disconnection upon betrayal, for they are cultural.

 

 

Cᴏɴɴᴇᴄᴛɪᴏɴ & Cᴀꜱᴛɪɴɢ

Mᴀɢɪᴄ Sᴜʙꜱᴇᴄᴛɪᴏɴꜱ

 

Paladins 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 Xan’s blessing, which they embody and utilize. This blessing falls into three subsections, each of which are utilized within differing means, as below. 

Sᴜɴʟɪᴛ Sᴘᴇʟʟꜱ: Warfare and the means to slaughter.

Mɪꜱᴛ Hᴇᴀʟɪɴɢ: Overarching actions of healing and mending.

Gᴜᴀʀᴅɪᴀɴᴄʀᴀꜰᴛ: Creation and utilization of Shrines.

Channeling Xan’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 Paladin cannot perform any offensive actions whilst casting, though they may still defend themselves. 

 

Wᴏᴜɴᴅꜱ & Hᴇᴀʟɪɴɢ

The greatest of Xan’s gifts is that of Mist 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 Paladins strive towards the vision of Order. 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 Xan and his blessing, it is something utterly foreign and unknown- something neither orderly nor Unorderly. 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 Xan’s blessing as if Uɴᴏʀᴅᴇʀʟʏ- 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 Paladins 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 Paladin finds their mist-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 Paladin. 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 Paladin.

 

Rᴇᴅʟɪɴᴇꜱ: 

Spoiler

All abilities of Paladins 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.

Alchemy is an unknown anathema to Xan’s blessing- if a Paladin 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.

Paladins 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 Paladins 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.

 

S ᴜ ɴ ʟ ɪ ᴛ   S ᴘ ᴇ ʟ ʟ ꜱ

 

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Sʟᴀᴜɢʜᴛᴇʀɪɴɢ & Sᴀᴠɪɴɢ

 

[Tɪᴇʀ I] Xannic Fervour  - [2 Emotes] [Combative] [Sunlit Spells]

A Knight’s most reliable tool in their repertoire, Xannic Fervour is the imbuement of the sunlit mists to temporarily bless a weapon that they are currently wielding. 

 

Mᴇᴄʜᴀɴɪᴄꜱ:

Spoiler

Over the course of [2] emotes, a Paladin may ignite a blade with an imbuement that allows the weapon’s touch to create a burning sensation when striking the flesh a target, or any other equivalent of matter such as a ghost's ectoplasm. It requires one ember and two emotes to cast, and the mists remain upon the weapon so long as contact is maintained and the paladin does not reach their limits of exertion and grow too weary. 

 

Xannic Fervour may also be manifested upon ranged weapons for the same effects and additional ammunition, requiring three emotes for the Knight to call upon the mists, imbue it upon their weapon and manifest a sunlit arrow upon the third which dissipates when it hits its mark. Siege weapons and other larger contraptions require two paladins at the very least to manifest ammunition befitting of its size, requiring two emotes instead of one to manifest. 

 

Rᴇᴅʟɪɴᴇꜱ:

Xannic fervour is a tier 1 spell, intended to be the bread and butter ability of all paladins.

Xannic fervour may not be used as a means of testing whether or not one is of dark or draconic provenance.

Xannic fervour applied upon siege weaponry follows all existing moderation rules for their operation.


 

[Tɪᴇʀ II] Sunlit Salvo - [3 Emotes] [Combative] [Sunlit Spells]

Vestigial of the first order of Xan before the days of the Golden Lance, primarily composed of servitors who wielded their Lord’s light against the dark, sunlit salvo is a technique reminiscent of these earlier days, one dedicated to combating the vices of an ancient enemy.

 

Mᴇᴄʜᴀɴɪᴄꜱ:

Spoiler

Over the course of [3] emotes, a Paladin, fuelled through the active flow of combat, may coalesce their mists until it becomes a vigorous blast of light that travels a very short distance, functional only for close quarters combat. Sunlit Salvo, despite its potency, will be interrupted and cancelled should the paladin incur a direct hit during its three emote charge. 

 

Rᴇᴅʟɪɴᴇꜱ:

Sunlit Salvo is not blinding in any way whatsoever, its brightness comparable to that of fire conjured by a fire evocationist.

A direct hit constitutes a blow to a Paladin's body [armor included], not their weapon. If struck directly, Sunlit Salvo will reset its charge in totality.

Sunlit Salvo cannot be used as a means of testing or metagaming whatsoever, for its effects only manifest upon revealed dark beings that are known to the paladin, in turn the light.


 

[Tɪᴇʀ II] Guardianship’s Favour - [4 Emotes] [Combative] [Sunlit Spells]

A protective field of light pioneered by the first Vindicator Marian Cross, symbolising his stalwart guardianship against the forces of Xan’s enemies, enemies of Order.

 

Mᴇᴄʜᴀɴɪᴄꜱ:

Spoiler

Over the course of [4] emotes, a Paladin may create a semi-transparent dome of a [4] meter radius bearing the mists’ hue, which acts as a ward only against things pertaining to darkspawn. Those of this kind who attempt to breach this barrier suffer tangible burns upon their flesh as part of its scorching effect, and even weapons utilised by them fail to break through this staunch refuge. The refuge is only for guardianship, ergo whoever is within this barrier are also disallowed from any form of counterattack or preparation thereof, as this will immediately entail the spell breaking with the exception of minor actions such as the unsheathing of blades or the drawing of potions. 

 

Rᴇᴅʟɪɴᴇꜱ:

Guardianship’s Refuge only nullifies the attacks of darkspawn, and thus is obsolete against attacks of any other nature, be it voidal or even physical attacks that do not originate from darkspawn, which will pass right through without any impediment. Though a Naztherak’s malflame can be blocked by Guardianship’s Refuge, an ordinary descendant’s strike will completely pass through the barrier.

Against particularly powerful event creatures or threats, the resilience of Guardianship’s Refuge against their attacks can be determined by the presiding ET, and additional paladins may lend their aid in "reinforcing" this Refuge.

Guardianship’s Refuge does NOT deflect attacks in any way, it only nullifies and stops them by acting as a barrier.


 

[Tɪᴇʀ III] Stalker’s Step - [2 Emotes] [Combative] [Sunlit Spells]

A deft manoeuvre believed to have been developed by accident by an unnamed Wyrmstalker who desired a quicker means of escape from the clutches of Ashen Ones, Stalker’s Step is more a means of disengage than gaining offensive advantage over enemies.

 

Mᴇᴄʜᴀɴɪᴄꜱ:

Spoiler

Over the course of [2] emotes, a Paladin may dash a full pace's worth of distance maximum away from the enemy with the option of manifesting a small, singular bolt of Xannic lightning to hurl at the enemy. Should it hit its mark, this projectile only deals minor concussive damage comparable to the force of a thrown baseball, inflicting a sharp zap and disrupts the concentration of the target.

 

Rᴇᴅʟɪɴᴇꜱ:

Stalker’s Step can only be used as a defensive maneuver to move AWAY from enemies, meaning it cannot be used to dash towards enemies for delivering strikes. Using an ally to attack and "boost" a Wyrmstalker towards a target is a violation of this redline.

The Wyrmstalker does not become incorporeal or “teleport” when the dash is performed.

No dashing to places that cannot be mechanically accessed, or places that are obstructed in any way.

The Xannic lightning bolt projectile does not burn the target in any way, it only deals minor concussive damage accompanied by a sharp zap that disrupts concentration.


 

[Tɪᴇʀ III] Sunlight Spear - [4 Emotes] [Combative] [Sunlit Spells]

The greatest incarnation of the Wyrmstalker’s coveted lightning, Sunlight Spear is the grandest culmination of their power, pioneered in ages past by the Sorcerous Apostle Mithran Yuln to fell the draconic lieutenants of Setherien. Its practise and prominence in strength waned with time, however with the return of Xan’s dichotomy this technique once again glimpsed its true purpose.

 

Mᴇᴄʜᴀɴɪᴄꜱ:

Spoiler

Over the course of [4] emotes, a Paladin may perform a channelling and weaving of their mists to form a bolt of Xannic lightning, loosing it on the fourth. This lightning bolt possesses concussive force comparable to an orc strength punch with the force of a thrown spear when it strikes true upon Darkspawn, capable of easily shearing past the scales of greater dragonkin and the natural armours of dark beings as it immediately vanishes after hitting its mark. A caveat that comes with this power is that it can only be called upon against those who directly threaten Xan’s Order, the darkspawn, and attempting to utilise it against any other beings would yield no effect, only wasting the Paladin’s reserves in vain display.

 

Rᴇᴅʟɪɴᴇꜱ:

Sunlight Spear is possessing of force equivalent to an armor-piercing projectile capable of piercing dragonscale when thrown against darkspawn, but wholly ineffective and obsolete against anything else. Primarily, this is utilized for event monsters and CAs that possess natural resistances when unarmored.
Though potent against Darkspawn and Dragonkin, Sunlight Spear does not function as an armor piercing round against properly armored opponents. The force of Sunlight Spear is comparable to an Orc-thrusted spear. If an Orc-thrusted spear can pierce x armor, so can Sunlight. Regardless of penetration, it would retain concussive force comparable to an Orkish punch.

Does not directly stun the enemy in any fashion.

Sunlight Spear is only effective against darkspawn, and harmless against anything else.


 

M ɪ ꜱ ᴛ   H ᴇ ᴀ ʟ ɪ ɴ ɢ

 

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Hᴇᴀʟɪɴɢ & Mᴇɴᴅɪɴɢ

 

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

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 Paladin may place a palm upon an individual and clasp their weapon within their alternate palm, wherein the Paladin invokes the blessing within themselves to briefly let another orderly 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 Paladin’s tier, as follows:

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

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

❖ A Paladin 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. 

 

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 Paladin 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, Uɴᴏʀᴅᴇʀʟʏ 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 Paladin knows not, Xan certainly does. For [3] OOC hours following this, the Uɴᴏʀᴅᴇʀʟʏ 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] [Mist Healing]

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 Paladin 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 Paladin may loft a palm within the air whilst clasping their weapon within their alternate palm, wherein the Paladin invokes their blessing in the form of mist which spreads about the air in a radius of [4] meters about them, the mist 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.

 

Rᴇᴅʟɪɴᴇꜱ:

Calming Rains takes [2] emotes to create calming mist which swathes a radius of [4] meters around the Paladin, 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] [Mist Healing]

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

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

❖ A Paladin 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 mist-like haze. 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.

 

Rᴇᴅʟɪɴᴇꜱ:

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

In order for a Paladin 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, Uɴᴏʀᴅᴇʀʟʏ 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 Paladin knows not, Xan certainly does. For [6] OOC hours following this, the Uɴᴏʀᴅᴇʀʟʏ 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] Cure Wounds - [3 Emotes] [Combative] [Mist Healing]

During the chaos of combat, a Paladin 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 Paladin may place a palm upon an individual and clasp their weapon within their alternate palm, wherein the Paladin invokes their blessing during the flow of battle to surge from their weapon in the form of mists, 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 mist-like haze, 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 per individual within combat, up to [3] times per day.

 

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 Paladin 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, Uɴᴏʀᴅᴇʀʟʏ 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 Paladin knows not, Xan certainly does. For the rest of the combative encounter, the Uɴᴏʀᴅᴇʀʟʏ 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 - [3 Emotes] [Non-Combative] [Mist Healing]

With a greater deal of concentration, and indeed with a greater toll, a Paladin 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 Paladin may place a palm upon an individual and clasp their weapon within their alternate palm, wherein the Paladin invokes their blessing in a most orderly, consecrated, and direct form- directly infusing the fluids of their weapon 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 mists and their form outlined, before rapidly being incurred to regenerate through the Paladin’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.

 

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.

In order for a Paladin 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, Uɴᴏʀᴅᴇʀʟʏ 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 Paladin knows not, Xan certainly does. For [24] OOC hours following this, the Uɴᴏʀᴅᴇʀʟʏ 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.


 

G ᴜ ᴀ ʀ ᴅ ɪ ᴀ ɴ ᴄ ʀ ᴀ ꜰ ᴛ

 

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Sʜʀɪɴᴇꜱ & Cᴏᴍʙᴀᴛ

 

[Tɪᴇʀ I] Raise Shrine - [2 Emotes] [Combative] [Guardiancraft]

As agents of Order, Paladins 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 misty Shrine 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 Paladin may use the blessed water from their weapon to consecrate into a temporary mass, solidifying into a Shrine (defined below). These mist-liquid masses are temporary- they are the means to exalt other Hymns through. Shrines may only be raised within a [4] meter radius of the Paladin. The amount of times Raise Shrine can be used increases per the Paladin’s tier, as follows:

❖ A Paladin at [Tɪᴇʀ I] may summon [2] Shrines an encounter.

❖ A Paladin at [Tɪᴇʀ II] may summon [3] Shrines an encounter.

❖ A Paladin at [Tɪᴇʀ III] may summon [4] Shrines an encounter, and may summon [2] Shrines at once.

Shrines are condensed forms of blessed mists, 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 Paladinism and bear the visual appearance of something along the lines of a statue, fountain, or pillar. Shrines 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. Shrines 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 Shrine could not be summoned there. The extra Shrine that a [Tɪᴇʀ III] Paladin can summon does still apply towards the maximum amount of Shrines that can be summoned within an encounter- hence, it may only summon [2] Shrines twice.

 

Rᴇᴅʟɪɴᴇꜱ:

Shrines 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.

Shrines 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 Paladin willing them to cease being present or anything else beyond destruction.

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

A Paladin may only have [3] Shrines summoned at one time, and a Shrine may only have [1] effect applied to it at a time.

Thanhium or Auric Oil when striking a Shrine, 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 Paladin which summoned it.

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


 

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

The constructs of holy energy that are Shrines 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 Shrine.

 

Mᴇᴄʜᴀɴɪᴄꜱ:

Spoiler

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

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

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

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

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

 

Rᴇᴅʟɪɴᴇꜱ: 

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

Gildsurge’s pulse solely hits Unorderly 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] Paladin, non-Unorderly beings within the pulse are given a temporary ward which depicts itself in the form of swirling mists 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 Paladin to extend their weapon poised to the Shrine they wish to exalt this through for all emotes of casting.


 

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

The vessels of Xan’s blessings find Shrines to be powerful tools- yet they are useless if static. A Paladin may will a Shrine 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 Paladin may will a Shrine 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 Shrine.

 

Rᴇᴅʟɪɴᴇꜱ:

Reposition takes [1] emote to launch forwards a Shrine, 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 Paladin to extend their weapon poised to the Shrine they wish to exalt this through for all emotes of casting.



 

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

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

 

Mᴇᴄʜᴀɴɪᴄꜱ:

Spoiler

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

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

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

 

Rᴇᴅʟɪɴᴇꜱ:

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

All non-Unorderly 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 Shrine, acting as if a functional hit towards it. Veilward’s effects last around the Shrine until said Shrine is destroyed, either by direct hits towards it or the redirected hits from Veilward.

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

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


 

[Tɪᴇʀ II] Leverage - [3 Emotes] [Combative] [Guardiancraft]

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

 

Mᴇᴄʜᴀɴɪᴄꜱ:

Spoiler

Over [2] emotes, a Paladin may poise a hand towards one of their Shrines and release a wash of mists 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 Order they bear is doled. Non-Uɴᴏʀᴅᴇʀʟʏ 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. Uɴᴏʀᴅᴇʀʟʏ 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 Paladin’s tier, as follows:

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

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

 

Rᴇᴅʟɪɴᴇꜱ: 

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

All non-Unorderly 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 Unorderly 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 mist’s radius, and ceases overall if the Shrine is destroyed.

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


 

[Tɪᴇʀ III] Egaliterate - [3 Emotes] [Combative] [Guardiancraft]

A Paladin may seek to restrain those of Unorderly 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 Order.

 

Mᴇᴄʜᴀɴɪᴄꜱ:

Spoiler

Over [3] emotes, a Paladin may poise their weapon towards one of their Shrines as slews of mist erupt from it, hardening into fluid ribbons, and thusly release these ribbons to spiral outwards- tethering themselves loosely to all Uɴᴏʀᴅᴇʀʟʏ beings within a [3] meter radius from it- pulling them [2] meters toward the Shrine 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 Shrine are pseudo-corporal, easily breakable by [1] direct strike to it, removing the movement debuff- yet the prevention of magical movement remains until the Shrine is destroyed. Egalitarate may only be used [2] times a day.

 

Rᴇᴅʟɪɴᴇꜱ:

Egalitarate takes [2] emotes to channel blessed water into a Shrine and subsequently have it lash out to tether and chain all Unorderly beings within a [3] meter radius from it. These Tethers pull all beings caught [2] meters towards the Shrine 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 Unorderly beings within this radius, remaining until the Shrine is broken or until [4] emotes have passed.

These tethers may either be broken by the destruction of the Shrine, moving [8] meters from the Shrine 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 Paladin to extend their weapon poised to the Shrine they wish to exalt this through for all emotes of casting.


 

[Tɪᴇʀ III] Vesselsmith - [2 Emotes] [1-3 Paladins] [Connection/Disconnection] [Rite] 

The cornerstone ability of all Paladins - the power to extend Xan’s boon unto another, or to sever it should there be reason to. Only a fully mastered Paladin 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 Paladin 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 Xan, their purpose, or the nature of the blessing- wherein the Paladin 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 Paladin learn Vesselsmith, which may be thusly marked upon their Paladinism [MA], validating them to post a Paladinism [TA].

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

☲ [Vᴇꜱꜱᴇʟᴍᴀᴋɪɴɢ] [1 Paladin]

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

☵ [Vᴇꜱꜱᴇʟʙʀᴇᴀᴋɪɴɢ] [3 Paladins]

❖ Vesselbreaking is a scarce judgement, offered to solely those who have proved themselves time and time again as opposing the ideals of Xan- and as such, their blessing must be rended from their vessel, and lay it weak and crippled. The Paladin to be disconnected must be brought before a tribunal of [3] Paladins, 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 Paladin of their blessing- which renders them unable to partake in any other magic nor creature-race that Xan would consider Uɴᴏʀᴅᴇʀʟʏ, and sealing their fate as Xan places a soulclaim upon the forsaken- wherein they may not reach any post-mortem [CA] no matter what. Disconnected Paladins may be reconnected only once more, albeit they must start at [Tɪᴇʀ I], and if disconnected oncemore may not regain Paladinism ever.

 

Rᴇᴅʟɪɴᴇꜱ:

Vesselsmith is the Connection/Disconnection rite for Paladinism, 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 Paladin’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 Xan, with an overarching question given to them by their teacher- often about the tenets or similar overarching inquiries about Order and Guardianship. 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 Paladinism, giving them an [MA].

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

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

 

[ P ᴜ ʀ ᴘ ᴏ ꜱ ᴇ ]

Mreow. :3

- pallo

 

 

 

 

 

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beautiful-whoa.gif

 

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i knew it was too good to be true

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Now watch this get unironically approved just like my cleric grandfather

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Don’t give me hope…..

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Damn....Somebody puts effort into their April fools day posts

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image.png.0c7181dce928a3d646567d69b9a25158.png

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Pls make compatible with heralds of azdromoth as well as the now shelved metamancy

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This is REAL. Sell everything

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Too similar to Templarism and Clericism, please explore new concepts.

 

-Story Team

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Aurae stirs in the abyss.

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