-
Posts
38 -
Joined
-
Last visited
Reputation
814 Heroic
Recent Profile Visitors
6682 profile views
-
That isn't even something 'new'/buffed to the ca, in current iteration that is currently implemented flamebreath kills on the fourth emote spent in the fire, so my proposed change actually makes it more forgiving, but I am willing to hear out changes/recommendations and can replace unconciousness with a different effect. It is extremely difficult to properly balance burns in terms of mechanics without completely shooting the ca from what is currently implemented. But I mean you can also just step outside of it or hold a shield up. I don't think players should be rewarded for trying to tank standing inside of a flamethrower.
-
All of the redlines have been moved to the general enrapturement section as all heating/burns have been standardized. It states that in the redlines in both sections. Also functionally all immolation did was let you light yourself on fire, but were unable to actually burn anything for 3 emotes after immolating. If I were to update it, I would have just given it the same burning effects as enwreath and the other enrapturements (as all burning effects have been standardized which again, is mentioned several times through out the amendpack. I'm not entirely certain how you missed that) and it seemed counter intuitive to have the same spell listed twice but one works on weapon and one works on body. Easier to merge them.
-
OOC Purpose Note: The overall purpose of this amendment is not to buff or nerf the CA, but rather to modernize some aspects that are outdated, such as referencing outdated lore or mechanics. As well as fix contradictions between flavor text vs the actual redlines. And lastly to standardize the heating/burning effect that enrapturements cause. All enrapturements that would go on cooldown have been standardized for a [2] emote cooldown. I have also written my own recommendation for a 'nerf' to our double action, rather than outright removing it. Immolation has been removed entirely, and some of its effects have been added to enwreathe. Spells that saw a lot of use were nerfed slightly and spells that were weak or did not see much use have been either reworked or adjusted. For example, Cindering Ward has been proposed to be made a regular enrapturement since Immolation has been proposed to be removed. I personally believe it evens out given the nerfs that our double action will be receiving, either through this amendpack or through the amendment that stingy posted. At the end of the day, I think something that a lot of people donβt understand is that Azdrazi is not meant to be a caster or mage-like CA. Our combative spell list is very small compared to other magics (At a whopping 4 spells, one of which is proposed to be removed in this amendpack), and we do not have any spell slots so we can not magic-stack (which is how the CA should be). Compared to something like fire evocation that offers 11 combative spells and they can also double action by picking up the voidal scion FA, and are still capable of magic stacking. This fact needs to be taken into consideration when discussing the overall balance of the CA. SIDE NOTE 2: Can we please fix the broken image links? Or at least remove them? THE INNER FLAME OLD: NEW: FLAME WEAVING OLD: NEW: ENRAPTUREMENT OLD: NEW: ENWREATHE OLD: NEW: FLAMEBREATH OLD: NEW: FLAMESPEW OLD: NEW: IMMOLATION OLD: NEW: GENERAL REDLINES OLD: NEW: CINDERING WARD OLD: NEW: PRIMORDIAL DESCENT OLD: NEW: EMBOLDENED STRENGTH OLD: NEW: IMBUED ROAR OLD: NEW: RITUAL OF WARDING OLD: NEW: DRACONIC FALLALERY OLD: NEW: SHRINES OLD: NEW:
- 16 replies
-
25
-
I would recommend changing this: Should [5] Mystics, [3] of which must know the rite of conjoinment sap a Wight, the Wight will be rendered incorporeal and unable to interact with the material world for [2] OOC months. Unable to cast or use any mystic spells or abilities imbued by being a Wight. Only able to observe the world around them. In a similar manner to that of a Revenant, yet will be unable to engage in combat. To this: Should [5] Mystics, [3] of which must be tier 5 and know the rite of conjoinment sap a Wight, the Wight will be rendered incorporeal and unable to interact with the material world for [1] OOC month. Unable to cast or use any mystic spells or abilities imbued by being a Wight. Only able to observe the world around them. In a similar manner to that of a Revenant, yet will be unable to engage in combat. I personally think a 2 month soft pk is a really long time, longer than any other soft pk found in other cas (to my knowledge). This would bring it on par with Zar'akal, at the very least. I would also recommend putting in some kind of anti-spawn camping redline, although it's probably not strictly necessary. I do personally think phylacteries are a dated mechanic, as we've seen necromancy moving away from them in recent times. I'm not sure what the other comments are about but that's strictly my thoughts on the proposed lore change :)
-
Decree of Exile, 282 S.A.
πππππππ replied to Unwillingly's topic in Royal Decrees
An ancient creature peers over the declarations. Smoke trailing from open maw, naught more than a disappointed sigh. -
[β] [Magic Lore] Arbiters of Tahariae
πππππππ replied to πππππππ 's topic in Denied Lore
The clouds are not emojis in my google doc and they weren't emoji's in the edit box. I hate everything. I will un-emoji the clouds later. -
ORIGIN AND TAHARIAE During the first war, many descendents were left powerless against the forces of ruin and darkness that tore through their homelands. Seeing this, Tahariae convened directly with these lost and suffering peoples to bestow upon them his blessings and boons. In this, they became the first of the clerics. Through antiquity, Tahariaeβs following of clerics have been marred by the unworthy, falling to inaction, insufficiency, and even becoming that very darkness which they had sought to purge. For this reason, the clerics were sundered, a tarnished stain upon Tahariaeβs name. However, following Azdromothβs apotheosis, and the death of his beloved brother, Xan. Tahariae sought to not give up upon the endeavor of a mortal following; but to reinvent the idea, though no longer in the image of the now-dead Lionβs paladins, nor in the image of the once-sundered clerics. Thus now he scrutinizes his Arbiters closely- for they are the means to justify the ends, and He is the judge, jury and executioner of His vision, in service to the purity that the creator initially bestowed upon descendantkind. VISION OF PURITY The vision of purity is the creation of a mortal world inherited by descendant-kind without impurities, without the meddling of the deific and daemonic. Arbiters are a mere extension of this higher will, that serve only to enact this sole imperative, entrusted unto them by Tahariae. The mortal world of βpurityβ which they are guided to create is one where they are the sole Arbiters of Justice. This world is their domain and right as an extension of Tahariaeβs will. An βImpureβ being is defined as any descendant who has forsaken the pure nature gifted to them by the Creator, either by having their soul altered by any means or those who are under deific or daemonic influence. MANDATE OF JUSTICE These are the guiding principles that have been bestowed upon the Arbiters of Tahariae, and expectations to follow these mandates are written through their very being. To betray these mandates is to betray their purpose, and Tahariae has no use for those who can not or do not act to fulfill His purpose. I. βWoe to those that turn against Me and My mission, for they must be cast out of thy ranks.β There is no tolerance for corruption, rebellion, or inaction within the ranks of Arbiters. Tahariae has no need for a tool that does not fulfill its purpose. II. βWoe to those who refuse to protect and heal the innocent, to return to purity what has been rendered impure.β Arbiters have an obligation to protect those that are pure, and to cleanse and guide those that are lost from the vision of purity. III. βWoe to those who let the impure, the beings of darkness and influenced by corruption, walk free when they cross thy path.β Arbiters have an obligation to purge the impure that can not be cleansed, with the exception of other holy mages. IV. βWoe to those who lose sight of My mission. The strife of mankind is not to distract thy from My mission.β Arbiters have an obligation to abstain from participating in wars, or otherwise killing and harming descendants without just cause. ARBITERβS AUTHORIZATION The connection of an Arbiter is a grand event, as one commits their dedication to enforcing The Mandate of Justice, and the virtues that Tahariae embodies. Should an Arbiter find one who is worthy enough to authorize as a fellow enforcer of purity and justice, and with their will alone, they may grant another the blessing of Tahariae. WEAKNESSES [T1] [PASSIVE] MENTAL EFFECTS Tahariaeβs blessing causes Arbiters to carry with them the constant feeling as though someone or something is judging them from just out of sight, as though Tahariae wishes for them to remember his expectations. This can, at first, be quite a nerve racking feeling, which can cause bouts of anxiety, stress, and even paranoia in new Arbiters, though eventually the feeling will fade to an uncomfortable itch in the back of oneβs mind. [T1] [PASSIVE] PHYSICAL EFFECTS Tahariaeβs blessing places a unique strain upon the Arbiter who has been authorized to carry out his will, and the mortal form is not a perfect vessel for his will. Arbiters are unable to wield two-handed weapons, nor are they able to wear heavy plate armor due to the strain that is placed upon their form. [T1] [PASSIVE] VOIDAL WEAKNESS Tahariaeβs blessing, while powerful, is not infallible. When an Arbiter is wounded by three [3] voidal spells of tier three [3] or higher, within a single combat encounter, they become tainted. When tainted, their blessed waters take on a dark and murky appearance and Arbiters are unable to perform any combative prayers until they cleanse themselves at a Font of Renewal. BLESSED WATERS AND RELIQUARIES [T1] [PASSIVE] BLESSED WATERS are the method through which all Arbiters are able to perform miracles and cast their prayers. In order for an Arbiter to be able to utilize their blessed waters, they must have a Reliquary in hand, and be able to maintain focus upon their spells. [T1] [ITEM] RELIQUARIES are the casting implement through which an Arbiter may utilize the blessed waters. A Reliquary may be crafted through a freeform miracle, in which a trinket, a censer, a staff, scripture, or other item, is bathed within the blessed waters found at a Font of Renewal. TIERS [TIER ONE] β IMMEDIATE POST CONNECTION PRAYERS: Prayer of Weaving, Prayer of Lessening MIRACLES: Tahariaeβs Blessing [TIER TWO] β TWO [2] WEEKS POST CONNECTION PRAYERS: Prayer of Calming, Shore your Resolve, Mending MIRACLES: Miracle of Lesser Healing [TIER THREE] β ONE [1] MONTH POST CONNECTION PRAYERS: Summon Steed, Shield of Faith. Intervention MIRACLES: Miracle of Lesser Purging [TIER FOUR] β TWO [2] MONTHS POST CONNECTION PRAYERS: Prayer of Rescuing, Supreme Verdict MIRACLES: Miracle of Greater Healing [TIER FIVE] β THREE [3] MONTHS POST CONNECTION PRAYERS: Prayer of Judgement, Sanctuary, Mercy MIRACLES: Miracle of Greater Purging, Miracle of Exaltation, Miracle of Consecration LITANY OF PRAYERS [T1] [NC] [ACTIVE] PRAYER OF WEAVING An Arbiter will find that they are able to utilize their blessed waters, and the waters around them in new and skillful ways to create harmless heavenly effects. [T2] [NC] [ACTIVE] PRAYER OF CALMING An Arbiter may sanctify an area with soothing rains that numb all physical pain, and ease intense emotions such as grief, fear, and rage. [T3] [NC + C] [ACTIVE] SUMMON STEED A stag formed of blessed water can be called forth to bound out of the Arbiterβs Reliquary. This steed can then be used to assist the Arbiter with long treks through the descendant realm, and is otherwise a stalwart and unflinching companion. [T4] [NC + C] [ACTIVE] PRAYER OF RESCUING An Arbiter may quickly pull a person out of harmβs way by dragging them to the Arbiterβs side with the ebb and flow of their blessed waters. [T5] [NC] [ACTIVE] PRAYER OF JUDGEMENT An Arbiter may deliver judgement upon someone that is no longer able to resist or fight back. This judgement imparts a soul-binding affliction, depending on the Arbiterβs will. This judgement may provide the push that is needed to change the path of even the most black-hearted of beings. [T5] [NC] [ACTIVE] MIRACLE OF EXALTATION The path of piety and learning can never truly end, nor can it ever be truly mastered. When an Arbiter reaches tier five and has received an approved TA, they may exalt their Reliquary, though only once. [T1] [C] [ACTIVE] PRAYER OF LESSENING An Arbiter may call upon their blessed waters through their Reliquary in order to create an orb of water. Those struck by the orb will be hit as though punched with the same strength as the Arbiter, and the water will lessen the targetβs defenses. [T2] [C] [ACTIVE] SHIELD OF FAITH An Arbiter may call upon their blessed waters through their Reliquary in order to summon forth a veil of blessed water over the Arbiter or their ally. [T3] [C] [ACTIVE] SHORE YOUR RESOLVE An Arbiter may call upon their blessed waters through their Reliquary in order to imbue two weapons with holy water that gives them additional effects. [T4] [C] [ACTIVE] SUPREME VERDICT An Arbiter may call upon their blessed waters through their Reliquary in order to sentence a person. A person may be marked with Innocence or Guilt, conferring either a buff or a debuff depending on the decree passed. [T5] [C] [ACTIVE] SANCTUARY An Arbiter may call upon their blessed waters through their Reliquary in order to sanctify a dome of water in an area around them. An Arbiter may not move, attack, or defend while maintaining the dome, requiring their complete focus to maintain it. HEALING AND PURGING The second greatest of Tahariaeβs gifts is that of healing. Few others have such a power over the mortal form to mend what is broken, and to restore purity to what is impure. It is through these miraculous feats that Arbiters strive towards the vision of purity. WOUNDS that can be healed are categorized into the following categories: MINOR WOUNDS: Scrapes, Bruises, Lacerations, and First Degree Burns. Everyday wounds that do not cause significant impairment. MODERATE WOUNDS: Gashes, Cuts, Broken Bones, Punctures, and Second Degree Burns. Wounds that are debilitating and cause moderate impairment. MAJOR WOUNDS: Impalement, Dismemberment, Mutilation and Third Degree Burns. Wounds that are severely debilitating and cause permanent impairment or eventual death. [T2] [NC] [ACTIVE] MIRACLE OF LESSER HEALING An Arbiter may repair some forms of mundane harm to a personβs form. Mending together bone, organ and flesh alike, though it can not be used to restore missing limbs or more severe wounds. [T2] [C] [ACTIVE] MENDING An Arbiter may wish to relieve themselves or another of their pain and suffering. They may lay their hands upon an injured person and call forth Tahariaeβs blessing to staunch bleeding and stabilize the wounds of those they touch. [T3] [NC] [ACTIVE] MIRACLE OF LESSER PURGING An Arbiter may cleanse curses, hexes, enchantments and inscriptions upon an object or item, purge structures of certain impure magic, as well as cure lingering malflame burns upon a personβs form. [T3] [C] [ACTIVE] INTERVENTION An Arbiter may intervene on behalf of those around them, and call upon Tahariaeβs light in order to cleanse them of certain debilitating afflictions during the heat of battle. [T4] [NC] [ACTIVE] MIRACLE OF GREATER HEALING An Arbiter may repair almost all manners of injury to a personβs form. Mending together bone, organ and flesh alike, as well as restoring missing limbs or other body parts. [T5] [NC] [ACTIVE] MIRACLE OF GREATER PURGING Three Arbiters can come together to purify a soul of impure soul-afflictions, diseases, curses, marks, and hexes. Though there are limits to what an Arbiter can purge with their authorization of Tahariaeβs blessing. [T5] [C] [ACTIVE] MERCY An Arbiter may wish to spare their ally from certain death in the midst of combat. They may lay their hands upon a mortally wounded person and call forth Tahariaeβs blessing to temporarily spare them for the duration that they remain in contact. RENEWAL AND REVIVAL The greatest of Tahariaeβs gifts is that of perseverance through defeat. Though Arbiters are a tool and extension to fulfill the vision of purity, only the most leal, faithful and successful of his followers will come to know the true measure of Tahariaeβs gifts. For he seeks to maintain and keep those Arbiters of his who have proven themselves quality servants, worthy of his efforts. [T5] [STRUCTURE] FONT OF RENEWAL These are communal consecrated pools formed of blessed waters, which refract in a brilliant display of colors and heavenly glow. Arbiters who wade within the pools will be healed of all mundane wounds, and will be restored to a youthful health and appearance. This font is also where Arbiters will emerge from in the event that they perish. [T5] [NC] [ACTIVE] MIRACLE OF CONSECRATION An Arbiter may come together with other Arbiters in order to sanctify an area with a vast amount of Tahariaeβs blessing, creating a Font of Renewal, through which Arbiters may revive themselves. [T1] [NC] [ACTIVE] TAHARIAEβS BLESSING The means through which Tahariae protects his Arbiters through death. Two Arbiters may come together to bring back an Arbiter that has been slain. ARBITERβS DISAVOWMENT Should an Arbiter determine that another Arbiter is unfit to serve the vision of purity, such as a lack of moral character, a breaking of the Mandates, or for other reasons, they may carefully weigh the option of disavowing Tahariaeβs blessing within their fellow Arbiter. This is seen as a last recourse and a terrible act, because Tahariae has little tolerance for further failure and thus will not give his blessing a second time. PURPOSE I hope LT doesnβt beat me over the head with a two by four. I wanted to give Clerics, which are a staple class in most fantasy genres, a chance on LOTC. The intention is for them to offer a mixture of supportive midrange casters, or frontliners, depending on the particular cleric's playstyle. I chose to utilize a 'holy water' theme, as it seemed to poll well with ST in previous writes, and is a good foil for Templarism's holy fire and Paladinism's holy light. This was also my attempt at making a very simple paired down magic, as simple as I could manage to make it while still being flavorful and fun to play. As that simplicity seems to be ST's current desire, at least from the previous compiles I have read. CITATIONS REGALIA - Writing, Editing, Formatting SQUAKHAWK - [TAHARIAE LORE]
-
[β] [Magic Lore] The Clerics of Tahariae
πππππππ replied to Johann's topic in Deity
thumbs up (cleric bowl 2 soon) -
generally if you have to remind someone what they did wrong in your ban appeal accept message, they probably didn't write a good appeal
-
favorite rp memory so far?
-
[AMA] NightOfTheWind Ask Me Anything
πππππππ replied to NightOfTheWind's topic in Ask Me Anything
i miss cal -
Just got intoΒ Alohaii and recalled your profile. Great music taste
-
when do i get credit
