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Nekkore

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About Nekkore

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    Seyer Reeyse | Fila Ker'ciw | Keros Dalisay | Rina Ba'ikana

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  1. I see some things never change.

  2. [After a poll in the Cleric community between the new rewrite and Fury's, majority voted for this rewrite. Credit goes to Fury and anyone else who partcipated in this previously.] The Clerics of Tahariae - A full rewrite, along with a merge and amendment - Credit: Najt Kriss An Artists Depiction of Tahariae's Realm of Purity, Circa 1666 Sources: - Tahariae Lore - Lightstone Lore - Divine Warden Lore - Gladuos’ Combat Guide - Holy Communion Lore - Funneling Deific Power Lore Table of Contents: - Tenets - Connection/Disconnection - Casting - Priest Healing and Spells - War Clericalism and Spells - Blessing - Rituals, Collectives - Summary Tenets of Tahariae: - Shall not Harm, Kill, or Spill the Blood of the Innocent - - Abuse Thine Gift and Punishment Shall Befall You - - Shelter and Protect Thy Brethren - - Cannot Stray From Thy Faith - - Shall Guide the Lost - The Tenets of Tahariae have generally always been viewed in strict, single fashions; that will be changing, or staying the same - depending on how you look at it. They will still be clearly defined, and say exactly how they should be followed; though give the Clerics much more freedom than they previously held. Essentially, from here on in Clerics will be far more self-centered, not requiring to aid any but those fellow followers of Tahariae, Cleric or otherwise. Things will not be killed for being impure, but for being evil themselves. Should a Cleric break a Tenet of Tahariae, they will then be ‘Marked’. A Marked Cleric cannot progress any further in the magic, being restrained to their current Tier unless disconnected, or reconnected(See: Connection). If you believe a Cleric might be breaking one of these rules, the correct procedure would be to take a screenshot and privately PM them and any associating details to whatever MT is in charge of Clericalism at the time. "Shall Not Harm, Kill, or Spill the Blood of the Innocent" In essence, the first tenet is a fair bit more open-minded than all of the others. ‘Innocent’ is subjective to the Cleric’s view, and past history of the ‘innocent’ in question. For absolute certain, a Cleric may never raise their blade against another Cleric or Tahariae follower, less their brethren in question be committing heresy or otherwise going openly against Tahariae’s will; though for anyone else, it’s far more loose. You are innocent if you have not been causing harm to others: Wounds are impure, and those who cause them are as well. If you sully the name of Tahariae to a Cleric - not sure what to tell you. A Cleric is perfectly allowed to kill one who would speak ill of their Lord. "Abuse Thine Gift and Punishment Shall Befall You" No Cleric is to use their magic for anything other than the furtherment of Tahariae’s mission, and the cleansing of impure through either purging or healing. Using Clericalism for profit, such as selling blessed items or making money off of your practice, will breach this and mark you for disconnection. "Shelter and Protect Thy Brethren" This applies only to other Clerics. Should one be in trouble, you are to aid them however you can and to the best of their ability. If a Cleric is being attacked, you are to rush to their aid. If they are banished, you argue for their innocence unless it is clear that they are not. Others do not apply to this; you need not rush to the aid of anyone who does not follow Tahariae. "Cannot Stray from Thy Faith" No Cleric or follower of Tahariae may ever question him or his mission. Clerics must always follow him to the best of their ability, and place their faith in no other deities. Tahariae is the absolute authority and no one else. A Cleric must always place the achievement of his mission beyond any earthly laws or legal barriers, or face punishment for their failure. "Shall Guide the Lost" No one is truly gone, if they are lost. Tahariae, in his strict and absolute manner, is not entirely without mercy. Any who do not follow Tahariae, or otherwise respect him for his place, are to be pitied. Clerics must at least attempt at guiding them to understanding and reason, or face punishment for their failure. Connection and Disconnection Credit: Ikyu Valiant Valentine A Stag Standing between the depths of a crevice, somehow peaceful. During the heights of their Connection, Cleric's often have visions of Tahariae Himself. Connection Any mastered Cleric of any of the three subtypes may learn this through another who already has, requiring to know it before making a Teacher Application. Connection is both simple in general concept, though at the same time very complex; in the way that it allows freedom in how the Teacher performs it so long as a few basic guidelines are followed. From this point onwards, when a Cleric is connected, they are connected to all three of Tahariae’s subtypes. The Teacher must summon forth all of their Light at once, pushing it into the Student’s body at great expense upon both of them. During this process, the Teacher forged the Light into a barrier around the Student’s soul. Over the next hour, this barrier will painfully push itself into the Student’s soul upon guidance by the teacher, one small portion at a time - eventually forming a connection to Tahariae in the process. How this is emoted is meant to be aesthetic; while you can’t get in trouble for emoting it blandly, it’s highly recommended that your own flavor be added to it. Remember - this is the defining moment of a Cleric’s life; when they receive one of the four Aura Colors relevant to them: White: White is the color of of the Unsullied. Those few clerics who value their kin above all else, working for the betterment of the Clerics and followers of Tahariae before anyone or anything. Silver: The Light of the Servant. Those with this Light serve Tahariae ever faithfully, in the best way they can in any situation. Their faith knows no boundaries, and they will do anything for Him. Gold: The Light of the Knight. Those with this Light serve Tahariae for the sake of others, showing immense bravery above all else in their Mission for Purity. Blue: The Light of the Warrior. Those with this Light serve Tahariae as His soldiers, placing their combative skill above all else - wiping clean those who would dare sully His image in the name of purity. Your aura color is merely a representation of what you stand for as a Cleric. It is no excuse to ignore the other parts of a Clerics job: A cleric with a blue Light cannot only fight. When you are a Cleric, you are to do all of his mission. You cannot become one with only one goal in mind. A Cleric may be reconnected if they have broken a tenet and been disconnected or Marked for it a single time. The process is the exact same as normal connection, though to mend the gap in their soul it will require three mastered Clerics to connect them once again, not one. In addition, once you have been a Cleric for six months, you may self teach the connection ritual. If you wish to apply for a TA earlier, you need to be taught how. Disconnection will remain locked to those taught. This is so that Clericalism can be spread out freely, without being held in the hands of a few users of it - though only those trusted will be able to handle Clerics who might break the Tenets. Disconnection Disconnection starts similarly to connection, with a Master manifesting all of their Light at once to shove it into a Marked Cleric and forcing it into their soul over a long process akin to their first connection. Instead of merely leaving it to sit however, the Master would tear the connection asunder, shattering it. This leaves the now ex-Cleric broken, their soul wounded and scarred as a sense of longing fills them to replace the void left by their lost connection. If a Cleric attempts to cast this spell onto a non-marked Cleric, it will simply do nothing. Just to clarify again, you need to be PM’d by an MT that you have broken a tenet and no longer are progressing in the magic in order to be considered ‘Marked’. Red Lines for Connection and Disconnection: - If you have not been told you’re Marked for Disconnection by the MT in charge of Clericalism at the time, it will not function on you. Simply, it will exhaust the one who attempts it and Mark them for Disconnection instead for going against their brethren. No Disconnection wars. - If the MT for Clericalism is not present, or is being unresponsive/taking too long to get back to you, you may instead PM the any MT/LT online familiar with the Tenets. This cannot be used to undermine the Cleric MT’s decision; only for if he/she isn’t available. - Connection and Disconnection are flavorful casts, as most of Clericalism is. Be creative, be open. Make sure it is a defining part of your Student’s Clerical learning. - Neither of these are easy to accomplish. You can’t do them on the fly, or without a full energy pool. Disconnection can be done a bit quicker, as though you were casting a T5 War Clericalism spell(That exhausts you fully, rather than halfway). Casting To cast, a Cleric must connect through prayer to Tahariae in most circumstances - briefly asking for His favor, and explaining how the cast will aid in accomplishing His mission; be it through practice, healing, or the purging of an impure entity. Clerics are allotted a ‘point’ system that works with their current Tier in the magic, as shown in the below graph(based off of Gladuos’ “Fair Combat Guide”): Note: You have the lesser of the two numbers at the beginning of your tier, and higher at the end T1 Cleric: 1-2 points. T2 Cleric: 3-4 points. T3 Cleric: 5-6 points. T4 Cleric: 7-8 points. T5 Cleric: 9-10 points. Note: Casting Times Reference War Clericalism Only. They are subject to change depending on how the RP is flowing. As a basis, an Action is 3 seconds - you can change accordingly depending on the flow of rp. T1 Spell: 1 point. One Action. T2 Spell: 2 points. Two Actions. T3 Spell: 3 points. Three Actions. Light burns. T4 Spell: 4 points. Four Actions. Medium burns. T5 Spell: 5 points. Five Actions. Medium burns and slightly torn muscles. The point system essentially gives Clerics a number of points they can cast into their spells per tier of Clericalism they possess, ensuring it to be impossible to powergame the amount you can cast. No longer can Clerics “infinitely progress”, as is defined in the previous lore. For each tier of a spell that you cast, it will take one point to cast. The above action times do not include the single action required for connection. When the spell you cast reaches T3 or higher however, it will begin to damage the body of the Cleric. This is because, as a Cleric grows more exhausting from casting, they will be unable to control their Light as well as before; suffering as the volatile Light uses the Cleric as a means to do its work. The damage always starts from their core, branching outwards along their entire body while being centered and most severe on their torso. This serves as an incentive to allow mundane methods of either combat or healing to proceed first, and let the Cleric decide when they are required to cast. The damage does stack. If a Cleric casts a single T5 spell, exhausting half of their energy and causing burns to appear along their body along with a few slightly torn muscles, and then casts it again - the result would be heavy burns, with torn and bleeding muscles along their body. Essentially to the point of hardly functioning. Clerics can, if their Teachers vanish, self-teach themselves provided that they hit at least T3 under guidance, and create a self-teaching application(If denied, they won't lose the magic. They simply won't progress). They may self-teach up to one spell a week, starting two weeks after they would hit said tier. Seeing as Clerical Connections grow naturally over time until they cap at T5, the chart for such is: Tier 1: 0-1 Weeks. Tier 2: 1-4 Weeks. Tier 3: 1-2 Months. Tier 4: 2-4 Months. Tier 5: 4-6 Months. Note: The first number increment is when you reach the tier. The second is when you cap at it and move on to the next. While someone 4 Months in may be T5, they are not considered a Master until 6 Months. Priest Healing Guilherme Batista A Priest where he is most commonly found - a temple of Tahariae. Here, he calls on the Light of his Lord. Note: You may notice a number of spells missing from here! That is only because of the section for rituals/collective spells. Check there. Priest Healing itself will only be comprised of actual healing spells, minus Holy Light. A Priest Healer must connect through prayer only, casting their Light out from their body and into the wound of any creature that they are heavily familiar with the anatomy of. A Priest Healer must know the wound that they are trying to fix, and how it is meant to be in its unharmed state. From there they can use their light to ‘patch’ the wound, forging it into a physical replacement of the lost flesh and tissue in what is called a Clerical Scar. Over time, the wound will heal and grow to replace the fake tissue at an accelerated rate. This does not stop the pain from the wound however, and the Light will break away and fade if you put yourself through any heavy physical activity - Walking and jogging is fine, but sprinting or fighting will cause the wound to reopen. This magic can not be used to force a healing onto someone. Following all previous healing rules with Holy Magic in general, it will fail if attempted to be used on someone unwilling. By itself it will leave no scar after the healing is fully completed, though the person being healed can opt to have one; it is their choice. Priest Healing Spells Holy Light - Tier One: A basic spell for Priest Healers - one that can’t actually be used to heal. A Cleric begins by first connecting to Tahariae through prayer, willing forth the wells of Light held within them to one point in their body. This could last for roughly twenty seconds before vanishing. Anyone who makes physical contact with this light will experience a calming sensation, their minds soothed by the healing Light. All other Priest Healing spells are based on this one; a Student needing to practice often with this spell in order to hone their ability to manipulate their Light for later-tier spells. Searching Light - Tier Two: Like Calming Light, this is not so much a spell but rather a use of the natural gravitation of Light towards wounds upon the body of an injured. The Light would seek out each of the wounds, in turn allowing the Cleric to know what exactly needs to be fixed. Numbing Light - Tier Two: This spell, rather than being cast on its own as most spells are, can be brought forth as an addition to any other healing-based spell cast by the Cleric. This will not make the Cleric damaged any further. Those brought under this effect will find their pain numbed to about half as much as what it was, becoming easier to handle for the patient. Heal Light Wounds - Tier Two: Building off of Holy Light, a Cleric may will their Light further off from their body and into the injury of another being. Provided they meet all the prerequisites required to heal said being to begin with, they may work to mend up to shallow cuts and medium bruises and light burns - fortifying the damaged flesh with a Clerical Scar that would fade within the next day, provided the wound isn’t reopened. This takes a full minute for the healing itself to occur, and then half of an IRL hour after for the Clerical Scar to fade and the wound to be truly ‘healed’. Heal Medium Wounds - Tier Three: At this point, a Cleric may begin to work with wounds a bit heavier than before. Though still not being able to do anything extreme or large, a Cleric can work to aid in the healing of medium cuts no longer than four inches in length and no deeper than half an inch. Larger bruises, such as those brought by a brawl, can be mended to normal flesh. Large burns can be covered until they would naturally heal, hurting a fair amount until then. This spell takes two minutes to occur, and the Clerical Scar lasts for one hour after before the wound would be healed. Heal Poison and Disease - Tier Three: A Cleric can, through intense focus, bring forth their Light in order to course through a person and attack any unnatural elements currently residing in their body. Poisons and diseases, unless the disease is magical, will find themselves beginning to burn away from the body of the Cleric upon contact with the holy Light. This takes a full minute to occur, and will generally leave the poisoned person feeling mildly ill for a day after. Rejuvenating Light - Tier Three: A Cleric can, at this point, will forth their Light and press it into another person. This serves to recover their energy to the extent that this spell is cast(Being if you cast it at 5th level, therefore spending half your energy, the target would recover half of theirs). This can be used to recover an exhausted ally, or as a way to rejuvenate another Cleric to cast further, beyond what they’ve already done. The physical harm of casting still remains on both ends however, stacking further and further. An example of this would be someone who’s already cast two T5 Spells and then been rejuvenated fully, only to cast two more T5 Spells; something like this may very well kill the Cleric, with the damage on their physical body stacking up ever further. Note: Casting-Type Blessings cannot be used to ease the casting of Rejuvenating Light. RPly, this is because you are fueling your Cleric with your own energy, instead of using the energy within the Blessing to bolster your Spell. OOCly? It’s to ensure no Cleric can go around continuously rejuvenating people without taking damage themselves. Blessing Energy can’t be put into another Cleric. Heal Large Wounds - Tier Four: It’s at this point the Cleric begins to shine in what they can accomplish. Deeper and larger cuts can be filled in by Clerical Light to sustain them until they would be mended naturally. Broken bones can be set and filled with Light to keep them functional, though they will break if anything beyond the force needed to interact with objects around you is placed against such. Internal wounds cannot be healed yet. Internal wounds may be mended, provided it’s only a puncture or medium-sized gash. Getting punched where the wound was will cause it to reopen while the Clerical Scar remains. This spell takes four minutes to occur, with the Clerical Scar lasting half of a day before the injury would be healed. A full day if it’s healing an internal wound. Banish Curses - Tier Five: Note: This spell is extremely painful to undergo at higher Tiers - Being 3-5. The Light is dangerous, and in a volatile state while working. As a basis, the one being cleansed takes the same damage as the Cleric does, and does not benefit from any boosts offered by Blessed Items or Atoned Grounds. A Cleric may accomplish this spell by a process that somewhat mirrors connection, in the base idea that you conjure forth your Light and press it forth into the body of the afflicted. You bring the Light to target any Curse or ailment upon the soul, attacking and burning it away. This also works to purge taint from a person(Being hit by a tainted weapon, etc). For the sake of general taint, it needs to be cast as a T3 Spell. You must be Tier 5 as a basis to learn this spell, though you can cast it at lower tiers; essentially matching the Tier of the curse that has been placed upon the afflicted. A T1 Necromancy curse is easy to cleanse, while a T5 would be exhausting and difficult. The exception to this is shade magic, which works as follows: Tier 1 Shade: One T5 Spells, or Two T4 Spells. Tier 2 Shade: Two T5 Spells. Tier 3 Shade: Two T5 Spells and One T4. Tier 4 Shade: N/A Tier 5 Shade: N/A This spell can also be used as a general way of cleansing cursed objects. Rather than use it on a person, you can cast it on to an object, meeting its Tier with your own in whatever curse is laid onto it. The Light will attack the curse, burning it away into nothingness. If done on your own at T4 or T5 level, it will have a chance of destroying the item. If you get a second Cleric to help you, allowing you further ease and control of your Light, this chance becomes negligible. If cast onto a creature-made curse/effect, it counts as though a T4 Spell. This spell cannot be used to undo someone being a creature; no "curing" frostwitches, ferals, etcetera. This is because their curse has taken to their souls far more than others would; attempting it would kill the victim. Heal Extremities - Tier Five: This spell is for major, life threatening wounds such as internal damage generally caused by a stab or loss of limb. If the damage spreads to more than two organs, this spell won’t help unless more than one Cleric is present and healing. While a Cleric may not regrow any limb, they can reattach such using this spell provided that the limb was removed no longer than an IRL day prior, and the patient in question is in possession of it. Reattaching a limb would form a Clerical Scar in a ringlike formation where the limb is held to the main body, slowly working to reconnect the nerve-endings and flesh, rejuvenating the lost limb once again. These are much more intricate Clerical Scars - broken far easier in the case of a reattached limb; able to be pulled off with little(though purposeful) effort. The reattached limb would only work after the Clerical Scar has faded. You’d be faced with heavy, consistent pains while it worked as well, with such only fading after the Clerical Scar has vanished. This spell takes a full hour to occur, with the wound itself being stabilized during the process, and the Clerical Scar lasts for 48 hours IRL. Stasis - Tier Five Ironically, the ultimate skill of the Priest Healer isn’t actually a healing spell. Instead, Stasis is a spell that takes the entirety of a Cleric’s energy as though they cast two T5 spells over the course of thirty minutes. The spell takes effect in only two actions - with the Cleric enveloping their target in Light and rushing it through their body and all of their injuries. Rather than focusing on healing them, the Cleric instead focuses on stabilizing them. They would stop bleeding, and not grow any worse in condition - while the Cleric slowly does due to the effects of casting. Red Lines for Priest Healing: - PH cannot be used for anything offensive/combative. - Resurrection is impossible. - Regeneration of missing limbs/organs is impossible. - A cleric cannot possess or learn any dark or arcane arts. - PH light can never be blinding, this is meant for War Clericism. - Connection of body parts that were not originally the patient's is impossible. - You can't use cleric magic to expel sizable amounts of non-biological material from the body, such as water from the lungs after drowning or large pieces of shrapnel. Tiny amounts of material that cannot be removed mundanely can be destroyed with clericism. - It is the patient's choice whether or not a healing works. If they do not wish for the healing to work, or want scars, then the cleric's magic shall function accordingly. - Light therapy cannot be done in a single session or without the communication seen in a normal therapy session. - Healing someone who is openly against Tahariae, unless it serves to further his mission or return them to purity, is considered straying from faith. - You must inform anyone you're healing of how long a Clerical Scar will remain, and how it might reopen. - You cannot use any Priest Healing spells on someone without their consent. - Any reference on casting time is RP. “An hour to cast” would mean you RPly need to spend an hour to cast the spell, not OOCly. In contrast, Clerical Scars are only measured in IRL times. War Clericalism Raymond Swanland "The duties of a Naeri are burdensome and painful. To those that fight the Impure directly, it is tenfold." - Velulaei Elillera, the first Paragon. War Clericalism serves the more combative purpose of Clericalism, casting Light in a volatile and dangerous manner to purge the unnecessary and impure from the realm. Like Priest Healing, it is most often done through connection via prayer; this time explaining how you will use His Light to wipe clean the impure from this realm, through practice or otherwise. When casting War Clericalism Light, it has the opposite effect of Priest Healing - causing a scorching pain, as though the Light were an intense source of heat, instead of any calming sensation. The damage dealt is akin to this - as though one is touching fire, though without heat around it. Emotional Connections are also possible with War Clericalism - Where the Cleric connects through intense, focused emotions rather than any form of prayer. These are mostly, though not always, bad for the Cleric given the fact that to accomplish this you must be under an extreme emotional influence. It provides no boost to power at all for any spells, but instead is a new aesthetic for casting if your character is undergoing emotional turmoil. War Clericalism Spells: Palm of Light - Tier One: Similar to Holy Light, a War Cleric connects through either prayer or an emotional connection, summoning their Light forth to a specific part of their body. This is to practice manipulating the far more dangerous and volatile War Cleric Light. If anyone were to touch it, it would begin to burn away at their body, wherever they made contact with the Light - though it would not deal any further damage once a physical connection is broken. When casting this spell as though it were T2 or higher, the brightness could be brought up to an intense level, mimicking the effects of a flashbang to disorient targets around and blind them for a few seconds. Orb of Light - Tier Two: The signature move of the Clerics. This spell is built off of Palm of Light - the Cleric willing their Light forth into a physical manifestation, pulling from them into the air in a roughly spherical manner; it need not be exact. They fly at roughly the speed of a low-powered crossbow bolt, and are the size of a baseball carrying physical force behind them comparable to a mace swing, plus the Holy damage dealt on top of it. Casting this at different Tiers can change the force of it; Tier 2 is just for the basic cast and the required Tier to initially learn it: Tier 1: 0.75x Speed. 0.75x Force. Tier 2: 1.0x Speed. 1.0x Force. Tier 3: 1.5x Speed. 1.5X Force. Tier 4: 1.75x Speed. 1.75x Force. Tier 5: 2.0x Speed. 2.0x Force. Note: Speed and force modifiers are in reference to the example given in the spell description. Dispel Dark Magic - Tier Two: A Cleric may cast out their Light, focusing it towards a specific part of their body. If they can connect this to an openly casted spell of Dark Magic origin, the two different energies would begin to combat each other - The Dark Magic eating away at the Clerical Light, while the Light simultaneously destroys the Dark Magic. In the end, both would be gone. A Cleric may cast this spell at higher tiers if they chose to, requiring to meet the Tier of the Dark Magic spell in order to counter it. Manifest Shields - Tier Three: This spell can be used to conjure up bright, though not blinding, shields of Light to rest before the Cleric. This could either be done as though it were a normal shield upon their arm, causing them to move around as though they were nigh weightless. Or they could be cast as a shield capable of covering one side of your body, taking an entire action to move to a new position as it moves at a sluggishly slow pace. They have the density of gold, and immolate flesh in the same nature as all War Clerical Light upon contact with anyone besides the caster. A shield can take three blows equivalent to a mace-swing, or less if the hit is harder, before shattering on the third blocked blow. The Shields may last for up to thirty seconds, unless the Cleric choses to expend further energy to keep it manifested for longer. Manifest Weapons - Tier Four: A cleric may summon their Light forth into a physical manifestation of a weapon lasting for a single minute. This is noticeably simple forms of weapons; anything complex such as a chain or a whip(anything that might have somewhat fluid movement) will require the spell to be cast as though it were T5. A noticeable difference in Light weapons is that, though they may be ‘sharp’, they are never quite so sharp as a real weapon. Where a longsword might slice through leather armor with a strong blow, it might take a manifested weapon two in the same spot, unless the attack was made as a stab with more force behind it. Like normal, the light of this weapon deals extra holy/burning damage to those it touches. Flames of Reckoning - Tier Five: Flames of Reckoning is the ultimate spell in the arsenal of a War Cleric, allowing them to briefly control their Light and manifest it into the form of fire in the same hue as their aura. Though it takes the appearance of fire, the damage it deals is still the same as any War Cleric Light - immolating the flesh and beginning a slow, painful, but sure disintegration of it - for it’s merely fire in appearance and nothing else. This spell lasts for four actions unless used in self defense - rising in strength to last nine actions as the danger the Cleric is in grows. This does not apply if the Cleric is the one to initiate danger(Essentially, if you or your loved ones have defender default, the condition is met). The range on this is a three and a half meter radius(three, not counting the block you’re standing on) in terms of the area that the flames may be manipulated with ease, under full control of the Cleric. You could opt to go further if you formed a spell akin to a fireball, with the maximum range at twelve meters. War Clericalism Red Lines: - In the few spells that can change Tier, you must treat them entirely as the changed Tier. Casting time, exhaustion, damage, self damage, etc. - For the sake of clarity, when outside of combat, you can ignore the general action-counter for charging spells. 1 Action outside of combat = 4 Seconds. Flames of Reckoning would take 20 seconds to charge in a normal, non-combative environment. And it would last for twelve. - ‘Ease’ as said in the casting of Flames of Reckoning, does not mean that you’re doing it effortlessly or without fatigue. You will grow tired. Very fast. It simply means that you can form and control them at an exceedingly quick rate once the Flames themselves are summoned. An example of this would be turning around, and with one of your emotes you could cause the flames to leap out into the entire area directly in front of you. - In terms of damage that Light deals, think of it like a fire. You’ll be left with similar wounds. It cannot traverse through plate armor, though some spells(Manifest Weapons, Flames of Reckoning) might be able to go around such. - War Clericalism does not require continuous focus as other magics do; only in the preparation of a spell and the initial connection. You can go up to a slow jog while focusing, and then move freely once the spell has activated; with the exception being Flames of Reckoning. You need not focus to keep the zone up, but you do to move it as well as actively control the fire. If you are not actively controlling it, it will vanish until you do. - You cannot force someone to be permanently blinded by the Palm of Light spell. - Forming animals or semi-intelligent constructs (in other words, holy conjuration) is impossible. - Orb of Light, Manifest Weapons, and Manifest Shields all carry physical force behind their blows in addition to the destructive energy of the magic itself. The creations themselves weigh very little, though their density and hardness is comparable to gold - and they will shatter upon taking more than a few decent blows. Blessing John Severin Brassell "Mr. Stark, I dont feel so goo-" Blessings, are a gift learned alongside the other two subtypes of Clericalism. Blessings are the creation of magically imbued objects in two forms to aid a Cleric; by either aiding them in Casting, or causing Damage on their own. A Cleric must expend all of their energy, pushing their Light into an object to store half of their maximum Points into it, rounded down. The two types of Blessings are listed below: Casting Blessings: Tier 1 Blessing: N/A. T1 Clerics cannot perform spell. Tier 2 Blessing: 1-2 point(s) stored. Can ease 2 spells by 1 point each. Tier 3 Blessing: 2-3 point(s) stored. Can ease 3 spells by 1 point each. Tier 4 Blessing: 3-4 point(s) stored. Can ease 4 spells by 1-2 points each. Tier 5 Blessing: 4-5 point(s) stored. Can ease 5 spells by 1-2 points each. Note: The second number in actions can be accomplished only by integrating a Light Stone into the Blessing. Otherwise, it will only last for the first number marked. Damage Blessings: Tier 1 Blessing: N/A. T1 Clerics cannot perform spells. Tier 2 Blessing: Can burn for 1-3 Action. Tier 3 Blessing: Can burn for 2-4 Actions. Tier 4 Blessing: Can burn for 2-5 emotes. Tier 5 Blessing: Can burn for 3-6 emotes. Casting type Blessings are used to aid Clerics in easing their casting, using the Blessing itself as a catalyst for their Light along with them; causing the item to take part of the burden. Using them essentially works to lower the energy cost of whatever they are casting, as though it were a single tier lower(or two, maximum, in higher-end blessings). You are replacing one to two points that you spend to cast a spell with the points stored within the object itself. Damage type Blessings are far more straightforward - they cause the same damage as War Cleric Light to anyone it touches outside of the one wielding it. It needs to be activated, which can be done mentally or physically depending on how the Cleric who made it wishes it to be. The emotes of burning do not need to be consecutive. For instance, with a Tier 5 enchantment, you could grab someone with a Blessed gauntlet and burn them for one emote, only to spend the other 2 at a later use. Any Damage-Type blessing cannot be recharged unless there is a Light Stone integrated into it to help regulate the output of Light - otherwise, it will fall apart and be useless after the first time it empties. That is to say, the item itself will become damaged and begin to disintegrate. This is not the case with Casting-Type Blessings, which will cease to function altogether if a Lightstone is touching them; the Clerics casting being directed into the Lightstone instead of whatever spell they wished to accomplish. It’s worth keeping in mind, like all of Clericalism, Blessings are Aesthetic. Just dont have the functionality change and you can emote it pretty free-form. You’re welcome to say, have a combat-blessing coat itself in a light layer of divine flames if you’d like(though in that case, be sure damage is only dealt when the weapon itself is touched), or perhaps have the object coated in a layer of your Clerical Order. Glowing runes, etcetera - Be CREATIVE! Have FUN! But don’t powergame. Red Lines on Blessing: - If you attempt to integrate Light Stones with Casting-Type Blessings, the Blessing will essentially become useless. While not changing the Blessing itself, trying to funnel your Light through it will result in all the energy you spend being directed to the Lightstone. - Damage Type Blessings will break apart, disintegrating over time without a Light Stone to regulate their output(by the time they hit empty). - You can only use a single blessing at a time. You can’t double up on using say, two T5 blessings to make your casting effortless. Rituals and Collectives DrawingNightmare "Stand with me in Manaakh, Brothers and Sisters. You'll find greater miracles than you could've ever imagined." Note: Most of this, as shown in other notes beneath the rituals, are meant for event purposes only. They give one or two major buffs, but in return always take even more back - unbalanced against the clerics, as the chance of failure is high. Rituals The following Rituals are ones that don’t fit in with Priest Healing or War Clericalism - being listed here instead. The rituals themselves mainly consist of Holy Communion, along with a few pretty altered/balanced Divine Warden spells that have been lost due to poor teaching habits and people quitting the server(along with one or two more). No one’s fault in particular, though it’s an issue nonetheless. Of course, each and every one of these rituals must be taught to you explicitly(I promise it won't end up like last time). Any ritual requiring more than one Cleric will need a ‘Leader’, with the other Clerics merely serving as extra sources of Light. Only the Leader needs to actually know the Ritual. Create Light Stone - Any Tier - Two Clerics: This ritual allows any Cleric to create a Light Stone of varying sizes, depending on how much energy is used in its creation. To do this, a Cleric must manifest their Light out before them, forcing it into as small of a space as possible while granting it physical form. With the compression, a Light Stone will find itself forming, with the aspects of it depending on how it is made - as shown in the chart below: T1 Spell: N/A. T1 Clerics cannot perform spells. T2 Spell: Small, fist sized Light Stone. T3 Spell: Small, baseball sized Light Stone. T4 Spell: Medium, foot diameter Light Stone. T5 Spell: Large, block sized Light Stone. Blessed Waters - Tier Three: A Cleric may, through an intensely taxing and long ritual in which they must spend almost all of their Light, bless a pool of Water to aid in healing. The Cleric must ask for Tahariae’s aid, explaining the purpose behind the pool before its creation. When in such, it casts a passive T2 Cure Minor Wounds spell on those inside. It does such five times before needing to rest a full RP day to regenerate the Light held within. If you cast this as a Tier Five spell, it instead does a passive T3 Cure Medium Wounds spell up to seven times per day. Atonement - Tier Five - Three Clerics: A group of three Mastered Clerics is required for this ritual. It takes all of their energy to perform this, with one leading it(only the leader needs to be taught the actual ritual). Light, in its nature, is passively attracted to other sources of Light - causing the creation of Light Stones in areas of high Clerical concentration. Through this ritual, a group of Clerics may bring their Light out, pouring it in its entirety to a single space between them all, before spreading it out in a 10x10 area. If this is done just anywhere, nothing will happen and the ritual will fail. If done within spaces where Clerical Magic is done exceedingly often, such as inside a Temple dedicated to Tahariae or within a Clerical base, it will form what is known as Atoned Grounds. This small space of land, saturated briefly with Clerical magic to a great extent, will draw forth the passive Clerical energy from the land around it in a one hundred meter radius. Wherever this has been made will no longer serve to produce Lightstones. Clerical magic cast up to twenty meters outside of the zone requires either twice as much effort, or twice as much energy, as the zone will pull heavily at the Clerical Light in attempts to absorb it. The Atoned Grounds themselves are a small area heavily saturated with Clerical Light. When within such, casting is greatly eased, as though you are being aided by a T5 Casting-Type Blessing(See Blessings for more details). This stacks onto any enchantment currently being used, though does not help with the physical damage being dealt onto the Cleric, seeing as channelling this massive energy into your casting is difficult. For the sake of this, the grounds can be considered a T5 Casting-Type Blessing, with 3 T5 Clerics worth of energy/points held within. This resets once per week as the Atoned Grounds naturally draw in the excess Clerical energy around it. Note: These require explicit MT or LT permission to make(Specifically the one in charge of Clericalism), and signs placed down to show their presence. It’s obvious when one is made; how it is shown is up to you so long as it’s clearly present in RP. They aren’t meant to be common. They ignore the redline on Blessings about using multiple at once. Holy Communion - Tier Five - Five Clerics: Through an intense, hour long ritual full of praying and worship, a group of Clerics may beseech Tahariae to speak to a past follower of his, dead and within his everlasting embrace. The follower in question would manifest in a show of the Aura they previously had in life, able to speak for up to five minutes in RP with the one who lead the ritual, and answer up to three questions that they know the answer to. This cannot bypass death rules in order to know who killed them. The deceased can also refuse to show(As would be the case if you try it on someone who quit the server). The actual player for such must be present. Note: This does not require permission from anyone but the player being communed with, though it does need MT oversight to ensure that nothing is powergamed, as well as to inform the leader when their time is up/questions have been asked. They need not emote anything themselves - only read this snippet of the lore and know the rules on such. Collectives: The spells placed here are simple, non-ritual spells meant for casual use. These are a collective of spells from the original Clericalism, as well as one or two new spells that don’t fit in with the other Clerical Subtypes. Guiding Light - Tier One: This Spell is built upon general control of a Cleric’s Light, with the Cleric capable of pushing it out from their body into a floating, weightless ethereal orb giving off a light source. This could be either a dim torchlight, or a bright light source - though not blinding. If cast as a T2 spell, this spell can be made to remain floating in the air for a single week to give an aesthetic way of lighting an area. Purify Food and Water - Tier Two: A Cleric may cast out their Light in order to target food and water, cleansing them of any poisons or diseases on their form. This could get rid of mold, or substances on either of them. If cast as a T3 Spell, you could use it to cleanse a pool of water to be clean, anything floating within it(within reason. Small things; leaves, floaties, etc) burning and giving way to the Light. Calming Light - Tier two: This isn’t so much a spell in and of itself, though is instead a way of utilizing the natural calming effect of Light, and amplifying it. Naturally, it only passively aids in calming someone down when cast non-offensively, though with Calming Light you could calm down greater emotions such as rage, or sorrow, for three minutes before the spell would fade. This cannot be used to calm someone already in combat, or otherwise make them an idiot. It dulls emotion, not brains - they are still in full and complete control of their actions. This spell can also be used repeatedly over a normal session to accomplish what is known as Light Therapy - a ritual much alike a normal therapy session, where the Cleric or another person talks to the target while Calming Light is being cast onto them. This is used to ease mental problems over several sessions, spread out from each other. If used for ten minutes, it can aid the target in falling asleep; this bit meant to be used for preparing for surgery and other such acts. NO COMBAT USE OF THIS SPELL. Manifest Light - Tier Three: Though a Tier 3 Spell, Manifest Light does not exhaust or injure as most others of this level and higher do. This spell has no true, purposeful use to it - essentially being one of creative freedom to the Clerics. They’re given all four aura colors to work with, and can manifest their light out to two meters around them in various shapes and images, in any artistic style they can imagine. There are no combative uses for this spell, as it requires full focus to work with. This can be used to add a bit more fluff and flare to a Cleric’s general rp if they chose - or for rituals and worship. Purge Land Taint - Tier Four: A Similar concept to Banish Curses. This spell involves the summoning of one’s Light, pouring it out around them. Automatically it will begin to funnel into any sources of Taint nearby, beginning to eat away at it. The Cleric’s job during this is simply not to die. Controlling their Light for this spell is difficult, and if they aren’t careful enough, their Light will find itself taken from their control. This spell can be cast at multiple Tiers, with T4 as a basis of learning - No Cleric before this point being capable of controlling their Light to the extent required. You could certainly be taught it beforehand, but you would very well die if you tried: Tier 1: N/A. It’s impossible to control your Light to such a fine extent. Tier 2: Roughly one block’s worth of taint can be cleansed. 1x1 Area. Tier 3: Roughly four block’s worth of taint can be cleansed. 2x2 Area. Tier 4: Roughly nine block’s worth of taint can be cleansed. 3x3 Area. Tier 5: Roughly twenty five block’s worth of taint can be cleansed. 5x5 Area. Note: This seems like a lot, but it’s really not. Check the #x# after - I added it to clarify how large of an area that is, though the cleansing need not actually be done in a perfect square. Red Lines for Rituals and Collectives: - If a spell requires consent, there is no way to get past this. - Though some spells can be cast at multiple Tiers, the Tier said in the name is the minimum required to learn it. This is generally because the amount of control over one’s Light needs to be at that stage for it to be managed. - A few spells require MT/LT permission, as shown in the various notes. Anything that needs anyone’s permission cannot be ignored. If you do, you’re subject to be blacklisted from magic in general. Making Atonement Grounds is extremely difficult, and covers only roughly a 10x10 block area(heading upwards through the entire structure, through floors. Its essentially all the energy pushed into one space). You cannot cast Clerical magic within 20 blocks from its edge. It must be formed within a Clerical Temple or other appropriate Holy Grounds deemed fit by the MT in charge of Clericalism at the time. Within a 100 block radius around it, no Light Stones may form. Summary Alright! Here we are, finally. This took way too long to come out with, given the millions of failed and unfinished rewrites Clerics have come up with and given up on halfway through. With this, the intent is to fix the main two issues of Clericalism that most people have, along with rebalancing the magic as a whole. With this lore post, Divine Wardenism will no longer be a part of Clericalism - with a few rehashed spells put into the magic as rituals. The first change with the magic was on connection or disconnection. Starting from now on, to ensure fairness, the MT in charge of Clericalism at any given time will have final say on who or who is not a “Marked” Cleric. A Marked Cleric being anyone who has broken a Tenet and is no longer able to progress in the magic. Those who have been Marked, or disconnected after being Marked, are capable of being reconnected a single time - in a form of ‘forgiveness’ of sorts. If you are not Marked, and unwilling, disconnection will fail on you and the one who tried it will be Marked for disconnection themselves for going against another Cleric. The second change is with casting in general. From now on, casting the Magic at T3 level or higher without the aid of a ritual, another Cleric, or a Blessed item, will cause you physical harm. This starts as small burns, but will eventually grow to torn muscles and heavy burns as the Cleric’s Light grows unstable. To help ensure that no Cleric ever powergames the magic, we’ve integrated the Point System detailed in Gladuos’ Fair Combat Guide. The third change is to priest healing. To begin with, it was simply overpowered. Though at the same time is it by no means meant to be weak. People complained that we stole normal medical rp because we could walk up and instaheal, and they wanted a heavy nerf. Rather than doing that, we’ve come with alternatives. Normal doctors don’t spend 6 irl months learning a magic like Clerics do; having them be the same is pointless and stupid, to be entirely honest. However, I believe a middleground has been met; with the casting changes in the second change detailed, along with Priest Healing changes and balances, it is no longer the reasonable ‘first response’ magic to injuries. With the changes to the Tenets, Clerics are no longer required to aid anyone but followers of Tahariae, with their magic now healing and harming everyone equally. With multiple incentives for Clerics now to allow normal medical rp to happen before their own magical healing, I believe this problem is fixed - especially so granted that Clerical healing now takes much longer to achieve, rather than an instant-heal. The rest of the magic has also been remade. War Clericalism has been rebalanced to fit the general changes to the magic. DIVINE WARDEN IS GONE, with some of the spells remade entirely and inserted into rituals meant for event-type situations. Warding in general has also been removed. All in all, the plan for the rituals put into the general Cleric lore that have been unused to no fault of ours, is to implement them slowly into rp through re-discovery and testing done by a number of Clerics, myself included. Also yes the point system is weird but I like it. Majority of problems have been fixed. Maybe we can avoid a merge that involves Clerics? SPECIAL THANKS TO: Gladuos. He was wonderful during the entire time of writing this. He helped LOADS with the suggestions, balancing, etc. Helped me get sources for all the art(reverse google image search is a *****). Yelled at me for things I forgot, etc. Also caught all of my spelling mistakes like the ******* grammar nazi he is :^J Soviet_Reindeer: Moral support through most of it. Moral support is the only reason I didnt quit after the first draft, yikes. WanderingFriend: Got a lot of suggestions through, helped with Priest Healing a lot(The idea of Clerical Scars came from her). AstartesTemplar: Helped a lot in the earlier stages with ideas, spells, etc.
  3. "Interest." A veteran mage says. A letter is sent. "Set me a room. I'm coming back." -Fila
  4. He should be in school. Instead he does this. smh actually saved me tie though
  5. Can clerics finally be able to bring people back? :^ ) Nice writing.
  6. Yes I like this, you saved me this time Flam. Though can I ask what counts as a crystal.
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