- Pronouns
- He/Him
GrapeFlavDragons
Evil
IG NAME: GrapeFlavDragons
CHARACTER: Bennett
PROFILE: { Link }
PATRON: Valiant.
TIER: IV
Spell Points: 9SP.
Artifacts: -
Trinkets:
Name: Shackle
Description: A small length of metal chain with a broken link at either end, both bent as to not fall off.
Passive: While worn on the attuned's person for longer than a day, the body reacclimates to appear as an earthspawn, though the resemblance is a bit off to true Eark. The attuned is also given their strength while their height remains unchanged. While worn, the holder can also understand their tongue. If removed for more than a day, their body returns to normal.
Universal Passives:
- || BLESSED FORM ||
- The blessed’s patron grants some form of enhancement to their body directly. This can be taken multiple times, but only once for each skill. Fortitude, Determination, and Awareness are universally available, and certain gods offer other options.
- || BLIND FAITH ||
- The blessed relies wholly and unquestioningly in their faith in times of confusion, and may substitute Soul for Mind when rolling to resist mental effects.
- || INSPIRATION ||
- The blessed serves as a beacon of hope to their allies, bolstering their resolve. Allies within 5 blocks may substitute the blessed’s Soul score for their own on checks to resist effects or conditions.
- || ETERNAL ||
- The blessed’s injuries heal at an unnatural rate and in unnatural ways. Nonlethal injuries tend to heal fully within one day OOC, and particularly severe injuries may take several. Any full limbs the blessed loses regrow fully over the course of a week; extremities may take a few days. If the blessed is slain, they may opt to repair and regrow where they fell and revive after 48 hours instead of going through standard revival methods, though they do not revive fully healed and their injuries will continue to heal at the rate mentioned above. Any healing done by this effect leaves scars where the original injury was.
Quirks:
- ][ Their shoulders get a little broader, and they grow up to an inch taller.
- ][ Their features become more defined, muscle seeming more pronounced and facial features becoming more chiseled or sharper in appearance.
- ][ Divine markings thematic to their divine form (in color as well as design) upon the body. This can be as simple as bands around the wrists, or an entire intricate design across the back, left up to the player.
- ][ Arms and/or armor upon their person appear as a dark steel, glinting red or blue hues. When they're struck or their weapons clash against another, some harmless arcs of lightning may flicker between the metals.
Aesthetics:
- ][ In times of adrenaline (such as conflict or battle) they are able to lift up to 150lbs with ease for a limited period of time, such as hauling someone’s body from a place of danger or pulling something up that pins an ally down. This cannot be used in combat scenarios against another player.
- ][ They have an easier time inspiring others and when they shout they give allies who can hear it a mild sense of courage and adrenaline.
- ][ In times of conflict, they can will the sound of war drums to be heard within RP chat range for the duration.
- ][ They provide a sense of safety and assurance to those feeling vulnerable with a moment of prolonged eye contact.
Status: Intermediary. Somehow.
SPELL LIST
[Universal Spells]
Purify - 16 Casts
Illuminate - 16 Casts
Vision - 2 Casts
Divination - 0 Casts
Divine Word - 42 Casts
Baptism - 0 Casts
Feast of the Gods - 9 Casts
PURIFY
Action: Prayer and the holding of a container of water.
Cost: 1SP
Duration: One day.
Spell: The caster blesses the equivalent to one cup’s worth of water and changes it’s qualities. It must remain in a container, and contact with said container must be held for at least ten seconds to fully turn its contents. The contents may be poured into another container but will turn back into water the next day. This cannot be stockpiled, for any liquid will revert back after the duration. The following can be made by any Blessed:
ILLUMINATE
Action: An uttering of; “[Divine], let them hear me.”
Cost: 1SP
Duration: Five minutes.
Spell: A halo of light forms behind the caster’s head, the colour thematic to their deity. For up to five minutes, those in RP chat range will be able to hear them clearly (providing they are not behind a wall or so on) and consider them paying attention to. They may instil a faint sense of Calm, Fear, or Courage within the audience.
Note: Should a higher tier blessed cast this spell in the same radius, it will over-ride the lower one.
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VISION
Action: Touch, or the offering of an item thematic to the divine (holy symbol, coin, bone, letter, etc).
Cost: 1SP
Duration: One minute.
Spell: By touching the target or offering an item, the caster wills the scene of something vaguely thematic to their divine in the mind of another, though it is not distracting enough to hinder them in combat or tense situations. With enough focus, the target can try to tune it out, but it cannot be entirely ignored. Can only be used on the same target once per day.
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DIVINATION
Action: Prayer, and ritual/offering themed to the Divine.
Cost: 3SP
Duration: As long as it takes to ask a question and receive an answer.
Spell: With a ritual based around their chosen divine(such as lighting candles or incense, giving an offering, etc), a blessed may ask a question, and receive a response. This is limited to once per OOC month and must be at an event in game to be given. This is only available to T3 and upwards.
Divine Request Thread: [ x ]
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DIVINE WORD
Action: The prayer of, “[Divine], carry my words.”
Cost: 1SP per rank.
Duration: Must be asked and answered in the same day.
Spell: The caster is able to send a word or sentence depending on the rank it is used, which become available as your rank higher in divine tier. It can travel any distance, and the target will hear it spoken in their mind with the voice of the caster. The caster must know their target in some manner, be it name, face, or alias, the spell will work based on intention for who it is for and cannot be accidentally sent to another. This is a universal language, heard and understood by each as clearly as their native tongue.
Rank I - T1
The caster can send one single word to their target. They cannot be given a word in response.
Rank II - T2
The caster can send up to ten words to their target, and they can hear a response of up to as many in response.
Rank III - T3
The caster can send a far more cohesive message, and they can hear one in return. The word limit here is one single PM, so whatever you can fit into that box.
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BAPTISM
Action: Prayer, an offering to the divine, and touch.
Cost: 3SP
Duration: Permanent.
Spell: The caster offers something thematic to their divine (an animal, a corpse, golden goblet, sword, etc - It should be notable) and prays whilst marking a symbol upon an infant anywhere from newborn to three years old. This marking can be in water, ash, blood, etc. and does not denote where a marking (no bigger than an inch long/wide) will form. The marking location is at the choice of the parents OOC, and whilst most markings will be replaced by another, it is possible for a secondary mark to be present as a 'birthmark' only (in the cases of two parents of different faiths). Clarify with Divine staff if it is applicable.
Note: This can be cast on a pregnant mother instead, in which the child will be born with the marking already applied, automatically applying to both twins/triplets if applicable.
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FEAST OF THE GODS
Action: Prayer. They must keep their hands on the location on which to summon it for one minute.
Cost: 1-3SP
Duration: One hour.
Spell: The caster summons forth a platter of food that can feed up to three people. It can be cast upon an existing surface (table, for example), or the floor. Eating divine food will restore some energy, ease minor pain, and give a sense of warmth and comfort from the divine in question. Once the spell ends, everything flickers away.
This spell can be cast at 1SP per person, up to three.
Action: Prayer and the holding of a container of water.
Cost: 1SP
Duration: One day.
Spell: The caster blesses the equivalent to one cup’s worth of water and changes it’s qualities. It must remain in a container, and contact with said container must be held for at least ten seconds to fully turn its contents. The contents may be poured into another container but will turn back into water the next day. This cannot be stockpiled, for any liquid will revert back after the duration. The following can be made by any Blessed:
- Holy Water: Undead, Vyres, Mages, and Heretics (those who worship something not of the Pantheon) are burnt by this water like it has the same properties of boiling water. It causes nasty burns, but these burns will heal over the span of three days and leave behind no markings, not can the burns become infected. If consumed by any individual not those it burns, it eases and heals: headaches, minor bruises, stomach upsets, scratches.
- Lifeblood: This blood can be used to satisfy any Vyre as sustenance, tasting wonderful and lightening their mood. This blood does not burn anyone, not holding the same properties as Holy Water. A small circle made of this liquid has been known to ward away supernatural entities such as ghosts/wraiths for a limited time, as if the blood itself reminds them of the living. It can be smelt as normal blood would be, and may trigger Feral Vyres in the same manner.
- Divine Oil: This oil cannot be used to harm another, but it becomes scented and ideal for the use of anointing in ceremonies. If the container is lit, it will burn for one day as a small fire with hues thematic to the specific divine (up to the player), though will extinguish if removed from the container and return to water.
ILLUMINATE
Action: An uttering of; “[Divine], let them hear me.”
Cost: 1SP
Duration: Five minutes.
Spell: A halo of light forms behind the caster’s head, the colour thematic to their deity. For up to five minutes, those in RP chat range will be able to hear them clearly (providing they are not behind a wall or so on) and consider them paying attention to. They may instil a faint sense of Calm, Fear, or Courage within the audience.
Note: Should a higher tier blessed cast this spell in the same radius, it will over-ride the lower one.
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VISION
Action: Touch, or the offering of an item thematic to the divine (holy symbol, coin, bone, letter, etc).
Cost: 1SP
Duration: One minute.
Spell: By touching the target or offering an item, the caster wills the scene of something vaguely thematic to their divine in the mind of another, though it is not distracting enough to hinder them in combat or tense situations. With enough focus, the target can try to tune it out, but it cannot be entirely ignored. Can only be used on the same target once per day.
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DIVINATION
Action: Prayer, and ritual/offering themed to the Divine.
Cost: 3SP
Duration: As long as it takes to ask a question and receive an answer.
Spell: With a ritual based around their chosen divine(such as lighting candles or incense, giving an offering, etc), a blessed may ask a question, and receive a response. This is limited to once per OOC month and must be at an event in game to be given. This is only available to T3 and upwards.
Divine Request Thread: [ x ]
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DIVINE WORD
Action: The prayer of, “[Divine], carry my words.”
Cost: 1SP per rank.
Duration: Must be asked and answered in the same day.
Spell: The caster is able to send a word or sentence depending on the rank it is used, which become available as your rank higher in divine tier. It can travel any distance, and the target will hear it spoken in their mind with the voice of the caster. The caster must know their target in some manner, be it name, face, or alias, the spell will work based on intention for who it is for and cannot be accidentally sent to another. This is a universal language, heard and understood by each as clearly as their native tongue.
Rank I - T1
The caster can send one single word to their target. They cannot be given a word in response.
Rank II - T2
The caster can send up to ten words to their target, and they can hear a response of up to as many in response.
Rank III - T3
The caster can send a far more cohesive message, and they can hear one in return. The word limit here is one single PM, so whatever you can fit into that box.
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BAPTISM
Action: Prayer, an offering to the divine, and touch.
Cost: 3SP
Duration: Permanent.
Spell: The caster offers something thematic to their divine (an animal, a corpse, golden goblet, sword, etc - It should be notable) and prays whilst marking a symbol upon an infant anywhere from newborn to three years old. This marking can be in water, ash, blood, etc. and does not denote where a marking (no bigger than an inch long/wide) will form. The marking location is at the choice of the parents OOC, and whilst most markings will be replaced by another, it is possible for a secondary mark to be present as a 'birthmark' only (in the cases of two parents of different faiths). Clarify with Divine staff if it is applicable.
Note: This can be cast on a pregnant mother instead, in which the child will be born with the marking already applied, automatically applying to both twins/triplets if applicable.
Valiant; Mark of the Brave
The offering disperses into flakes of blue and maroon before vanishing entirely. A mark appears upon them like a healed light scar, in the vague shape of a sword or shield. Children who grow up with this mark may show traits of being a little brave, finding they shrug off those bumps and bruises they get through the early years.
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FEAST OF THE GODS
Action: Prayer. They must keep their hands on the location on which to summon it for one minute.
Cost: 1-3SP
Duration: One hour.
Spell: The caster summons forth a platter of food that can feed up to three people. It can be cast upon an existing surface (table, for example), or the floor. Eating divine food will restore some energy, ease minor pain, and give a sense of warmth and comfort from the divine in question. Once the spell ends, everything flickers away.
This spell can be cast at 1SP per person, up to three.
Valiant; Feast of the Brave
Simple wooden tableware and cups with iron utensils form upon a dark blue cloth. Healthy, hearty foods form, like stews, soups, and bread, but seem a type commonly available to all. Water is served.
[ Tier I - Valiant ]
Redirect - 7 Casts
Shared Burden - 13 Casts
Shield of Faith - 2 Casts
Call of the Banner - 0 Casts
REDIRECT
Divine: Valiant.
Tier: 1
Action: Vocal prayer.
Cost: 1SP
Duration: 5 minutes.
Spell: The caster commands the attention of a violent foe, providing it is not a murderous rage. Events beasts and monsters will focus on the caster at the discretion of the DM, and player characters may lose the attention after a pause.
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SHARED BURDEN
Divine: Valiant.
Tier: 1
Action: Prayer and touch of the target.
Cost: 2SP
Duration: One hour.
Spell: The caster touches a target and after uttering a soft prayer over one turn/10 seconds, takes the pain from them upon themselves enough that the target feels only a dull ache for the duration and the caster feels it not quite in full (up to the player how severely). Phantom wounds mirroring the targets appear upon the caster, though the wounds do not bleed. After the duration, the pain returns to the target and the caster feels drained. Should the target die whilst this spell is active, the caster feels it intensely, but does not die themselves.
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SHIELD OF FAITH
Divine: Valiant.
Tier: 1
Action: Prayer.
Cost: 1SP
Duration: One day.
Spell: The caster wards themselves for the rest of the day, enabling them to lift an arm as if holding a physical shield to deflect one physical blow, blue lightning arcing in the form of a shield before fading away. Cannot exceed the force of the average Earthspawn using a weapon. Can only be used once per day.
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CALL OF THE BANNER
Divine: Valiant.
Tier: 1
Action: Vocal prayer.
Cost: 2SP
Duration: One day.
Spell: The caster calls to the skies and wills for light blue lightning to arc about the clouds in something of a light show, before willing it to strike the ground anywhere around them in RP range, so long as it is hitting open ground (no buildings nor individuals). Wherever it strikes leaves behind a banner showing Valiant's sigil, the sigil of the caster, or a simple red/blue banner. This banner cannot be removed or tampered with by anyone but the caster for the duration, and the radius around it of 5b gives a sense of calm focus, protecting the caster and up to two allies from tampering of the mind.
Note: This spell only protects against T1/Apprentice level spells that would interfere with the mind (emotion manipulation, for example).
Divine: Valiant.
Tier: 1
Action: Vocal prayer.
Cost: 1SP
Duration: 5 minutes.
Spell: The caster commands the attention of a violent foe, providing it is not a murderous rage. Events beasts and monsters will focus on the caster at the discretion of the DM, and player characters may lose the attention after a pause.
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SHARED BURDEN
Divine: Valiant.
Tier: 1
Action: Prayer and touch of the target.
Cost: 2SP
Duration: One hour.
Spell: The caster touches a target and after uttering a soft prayer over one turn/10 seconds, takes the pain from them upon themselves enough that the target feels only a dull ache for the duration and the caster feels it not quite in full (up to the player how severely). Phantom wounds mirroring the targets appear upon the caster, though the wounds do not bleed. After the duration, the pain returns to the target and the caster feels drained. Should the target die whilst this spell is active, the caster feels it intensely, but does not die themselves.
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SHIELD OF FAITH
Divine: Valiant.
Tier: 1
Action: Prayer.
Cost: 1SP
Duration: One day.
Spell: The caster wards themselves for the rest of the day, enabling them to lift an arm as if holding a physical shield to deflect one physical blow, blue lightning arcing in the form of a shield before fading away. Cannot exceed the force of the average Earthspawn using a weapon. Can only be used once per day.
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CALL OF THE BANNER
Divine: Valiant.
Tier: 1
Action: Vocal prayer.
Cost: 2SP
Duration: One day.
Spell: The caster calls to the skies and wills for light blue lightning to arc about the clouds in something of a light show, before willing it to strike the ground anywhere around them in RP range, so long as it is hitting open ground (no buildings nor individuals). Wherever it strikes leaves behind a banner showing Valiant's sigil, the sigil of the caster, or a simple red/blue banner. This banner cannot be removed or tampered with by anyone but the caster for the duration, and the radius around it of 5b gives a sense of calm focus, protecting the caster and up to two allies from tampering of the mind.
Note: This spell only protects against T1/Apprentice level spells that would interfere with the mind (emotion manipulation, for example).
[Tier II - Valiant]
Reinforce - 0 Casts
Stronghold - 0 Casts
Suit Up - 14 Casts: Bennett's Platemail Cuirass, Chokevine Gambeson, Bennett's Greaves, Bennett's Gauntlets.
Bolster - 5 Casts
REINFORCE
Divine: Valiant.
Tier: 2.
Action: Prayer while wielding a shield or with Shield of Faith active.
Cost: 3SP
Duration: Ten minutes.
Spell: The caster’s shield radiates either a red or pale blue aura, enshrouded in semi-visible force. For ten minutes, attacks that would strike the shield bounce off it before contact can be made—sending them reeling back with just enough force to do so. Excessive force (i.e. high level magic, superhuman strength, powerful monsters, siege weapons) may pierce through this effect at a DM’s discretion.
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STRONGHOLD
Divine: Valiant.
Tier: 2
Action: Prayer and touching of the ground.
Cost: 3SP
Duration: Permanent, until a new location is made.
Spell: With a kneel and verbal prayer, over half an hour the Blessed wills an area of a 15 block radius to flatten out and form simple wooden palisades and a gatehouse. Any entering this area are given a general feeling of safety, protection, and may take the time here to rest in various tents and ready themselves for the outsides once more. Sleeping within will let them awaken well rested and invigorated. Anyone with ill intent finds the gatehouse shuts before they can get inside. Should this be cast again elsewhere, the old one fades.
Note: You can build this yourself or ask another for help in doing so. This can be removed if placed in a place that conflicts or offends another divine, by a blessed member of said divine. (i.e placing a Jishrim variant in a Shalherana grove).
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SUIT UP
Divine: Valiant.
Tier: 2
Action: Prayer, and the touching of a set of armour that will disintegrate upon ritual completion. This armour becomes their ‘ritual armour’ to be called forth in the future. To swap out which armour is used, the same process must be completed on a new set, the old set taking its place.
Cost: 4SP for the ritual cast, 2SP to summon, free to dismiss.
Duration: Permanent, until re-cast.
Spell: The caster makes a brief, vocal prayer, and over the span of three turns/15 seconds (whichever is shorter) their ritual armour forms around them clipping into place with faint arcs of lightning as the pieces join. The caster must stay still during this process or all armour will dematerialise and the spell will fail. Cannot be cast if armour is already worn. Only one set of armour can be active at a time.
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BOLSTER
Divine: Valiant.
Tier: 2
Action: Prayer.
Cost: 2SP
Duration: 30 minutes
Spell: The caster emits a battle cry thematic to Valiant, and all in a fifteen block radius (so long as they are not working against the caster) feel themselves fearless and energised, to pick up their weapons and continue onward. Even those physically exerted and injured will manage to power through their pains for the next half hour (roughly) unless they are fatally wounded. Once this time has elapsed, they will feel their pains in full and must tend to their wounds.
Divine: Valiant.
Tier: 2.
Action: Prayer while wielding a shield or with Shield of Faith active.
Cost: 3SP
Duration: Ten minutes.
Spell: The caster’s shield radiates either a red or pale blue aura, enshrouded in semi-visible force. For ten minutes, attacks that would strike the shield bounce off it before contact can be made—sending them reeling back with just enough force to do so. Excessive force (i.e. high level magic, superhuman strength, powerful monsters, siege weapons) may pierce through this effect at a DM’s discretion.
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STRONGHOLD
Divine: Valiant.
Tier: 2
Action: Prayer and touching of the ground.
Cost: 3SP
Duration: Permanent, until a new location is made.
Spell: With a kneel and verbal prayer, over half an hour the Blessed wills an area of a 15 block radius to flatten out and form simple wooden palisades and a gatehouse. Any entering this area are given a general feeling of safety, protection, and may take the time here to rest in various tents and ready themselves for the outsides once more. Sleeping within will let them awaken well rested and invigorated. Anyone with ill intent finds the gatehouse shuts before they can get inside. Should this be cast again elsewhere, the old one fades.
Note: You can build this yourself or ask another for help in doing so. This can be removed if placed in a place that conflicts or offends another divine, by a blessed member of said divine. (i.e placing a Jishrim variant in a Shalherana grove).
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SUIT UP
Divine: Valiant.
Tier: 2
Action: Prayer, and the touching of a set of armour that will disintegrate upon ritual completion. This armour becomes their ‘ritual armour’ to be called forth in the future. To swap out which armour is used, the same process must be completed on a new set, the old set taking its place.
Cost: 4SP for the ritual cast, 2SP to summon, free to dismiss.
Duration: Permanent, until re-cast.
Spell: The caster makes a brief, vocal prayer, and over the span of three turns/15 seconds (whichever is shorter) their ritual armour forms around them clipping into place with faint arcs of lightning as the pieces join. The caster must stay still during this process or all armour will dematerialise and the spell will fail. Cannot be cast if armour is already worn. Only one set of armour can be active at a time.
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BOLSTER
Divine: Valiant.
Tier: 2
Action: Prayer.
Cost: 2SP
Duration: 30 minutes
Spell: The caster emits a battle cry thematic to Valiant, and all in a fifteen block radius (so long as they are not working against the caster) feel themselves fearless and energised, to pick up their weapons and continue onward. Even those physically exerted and injured will manage to power through their pains for the next half hour (roughly) unless they are fatally wounded. Once this time has elapsed, they will feel their pains in full and must tend to their wounds.
[Tier III - Valiant]
Expose Armour - 0 Casts
Lightning Arc - 2 Casts
Heroic Recall - 0 Casts
Spectral Armory - 1 Cast
EXPOSE ARMOUR
Divine: Valiant.
Tier: 3.
Action: Prayer and touch.
Cost: 4SP.
Duration: 30 minutes.
Spell: The caster is able to, after physically touching an area (with or without gloves) render an area vulnerable on another in order to let weapons or healing hands access the area beneath it. It cannot exceed the area of say, the average chest plate, but it lasts for up to thirty minutes even if the caster is no longer in contact. The area, once the spell is cast, appears to be a glimmering blue hue, arcing with small arcs of harmless lightning in order to show all the exposed section. This can be used on creatures if they have a natural thick armour. It only exposes the layer touched, meaning if there is a gambeson beneath that must be gotten through.
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LIGHTNING ARC
Divine: Valiant.
Tier: 3.
Action: Prayer & Touch.
Cost: 3SP.
Duration: One hour.
Spell: The caster blesses a weapon, causing dark vaporous clouds to coat it—with arcs of lightning dancing between the small clouds and the metal. The first thing struck by a weapon with this spell active will suffer a sudden surge of pain through that general area in an instant if struck upon metal armour, and a minute of numbness and lacking coordination if contacting flesh directly. Distracting, but not lethal. The clouds fade after an hour without use.
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HEROIC RECALL
Divine: Valiant.
Tier: 3.
Action: Ritual.
Cost: 4SP.
Duration: One day.
Spell: The caster prepares a spell in advance with an offering of something steel in dedication to Valiant. For the rest of the day, they may use the cast upon a willing target to be pulled from a dangerous situation (in physical or emotional peril) and placed within five blocks behind or beside the caster, so long as they were within RP chat range. The target must announce the cast via pointing or shouting their name. The spell is an instant cast, the target flickering away with arcs of lightning, and reforming with a crack of thunder. The target will feel like their skin is stinging, and their body aches all over with the sensation of bruises for all of five minutes.
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SPECTRAL ARMOURY
Divine: Valiant.
Tier: 3.
Action: Prayer.
Cost: 3SP.
Duration: One hour.
Spell: The caster’s eyes become a full electrical blue for the duration of the spell, matching the colour of the spectral weapon they may will into being. They take a minute to focus, and a weapon forms in hand from the following options: Arming sword, Longsword, Greatsword, War Axe, Battle Axe, Spear and Halberd.
The weapon is a spectral blue, but can be physically held and used as any usual weapon of its type providing it is held by the caster. If they are disarmed, the weapon disperses in a flicker of blue energy. After an hour the weapon will vanish from the caster's possession, though if they are in the middle of combat they will be alerted to the weapon's timer, and granted one more minute to prepare. Only one can be summoned at a time.
Divine: Valiant.
Tier: 3.
Action: Prayer and touch.
Cost: 4SP.
Duration: 30 minutes.
Spell: The caster is able to, after physically touching an area (with or without gloves) render an area vulnerable on another in order to let weapons or healing hands access the area beneath it. It cannot exceed the area of say, the average chest plate, but it lasts for up to thirty minutes even if the caster is no longer in contact. The area, once the spell is cast, appears to be a glimmering blue hue, arcing with small arcs of harmless lightning in order to show all the exposed section. This can be used on creatures if they have a natural thick armour. It only exposes the layer touched, meaning if there is a gambeson beneath that must be gotten through.
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LIGHTNING ARC
Divine: Valiant.
Tier: 3.
Action: Prayer & Touch.
Cost: 3SP.
Duration: One hour.
Spell: The caster blesses a weapon, causing dark vaporous clouds to coat it—with arcs of lightning dancing between the small clouds and the metal. The first thing struck by a weapon with this spell active will suffer a sudden surge of pain through that general area in an instant if struck upon metal armour, and a minute of numbness and lacking coordination if contacting flesh directly. Distracting, but not lethal. The clouds fade after an hour without use.
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HEROIC RECALL
Divine: Valiant.
Tier: 3.
Action: Ritual.
Cost: 4SP.
Duration: One day.
Spell: The caster prepares a spell in advance with an offering of something steel in dedication to Valiant. For the rest of the day, they may use the cast upon a willing target to be pulled from a dangerous situation (in physical or emotional peril) and placed within five blocks behind or beside the caster, so long as they were within RP chat range. The target must announce the cast via pointing or shouting their name. The spell is an instant cast, the target flickering away with arcs of lightning, and reforming with a crack of thunder. The target will feel like their skin is stinging, and their body aches all over with the sensation of bruises for all of five minutes.
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SPECTRAL ARMOURY
Divine: Valiant.
Tier: 3.
Action: Prayer.
Cost: 3SP.
Duration: One hour.
Spell: The caster’s eyes become a full electrical blue for the duration of the spell, matching the colour of the spectral weapon they may will into being. They take a minute to focus, and a weapon forms in hand from the following options: Arming sword, Longsword, Greatsword, War Axe, Battle Axe, Spear and Halberd.
The weapon is a spectral blue, but can be physically held and used as any usual weapon of its type providing it is held by the caster. If they are disarmed, the weapon disperses in a flicker of blue energy. After an hour the weapon will vanish from the caster's possession, though if they are in the middle of combat they will be alerted to the weapon's timer, and granted one more minute to prepare. Only one can be summoned at a time.
[Tier IV - Valiant]
Relentless - 0 Casts
Barrier - 0 Casts
Enfouldred - 0 Casts
Armistice - 0 Casts
RELENTLESS
Divine: Valiant.
Tier: 4
Action: Prayer
Cost: 5 SP
Duration: 6 rounds/60 seconds.
Spell: For the next minute, the caster is relentless in their determination. Bleeding slows to half the usual rate of blood loss, and pain is temporarily dulled (unless it is extreme, this does not make them able to shrug off everything). They cannot become exhausted, able to hit hard enough they can almost fracture bone or lift up to 200lbs. Fatal blows are still fatal, however, they are not immune to death. Once the minute has elapsed, they will feel their aches and pains intensely, as a result of pushing their bodies to the absolute limits.
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BARRIER
Divine: Valiant.
Tier: 4
Action: Prayer while kneeling, a hand touching the ground.
Cost: 5SP
Duration: Five minutes.
Spell: A shield wall is summoned by the caster, composed of five warriors of translucent armour; each wielding a large tower shield. While the shields are indestructible and immovable during the duration of the spell, each of the warriors is vulnerable, fading (shield in tow) after a single strike upon each of their figures. The warriors may be positioned in accordance to the caster's wishes, guarding as a 10b wide shield wall, a 5b wide phalanx, or guarding five individual choke-points like doors or archways.
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ENFOULDRED
Divine: Valiant.
Tier: 4
Action: Prayer, arcing an arm back.
Cost: 5SP
Duration: 10 seconds.
Spell: A javelin composed of blue lightning materializes in the caster's hand with an initial crack of thunder as it is conjured. The weapon may be thrown, flying as fast as an arrow toward a target. Upon contact, the javelin will fry through armour and shields and leave a hole in its wake akin to an arrow. Skin contacted will be blistered and burned, but will otherwise be unaffected. Conversely, the caster may stake the weapon into the ground, applying the effects of the Lightning Arc spell to up to 2 allies in a 5b proximity.
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ARMISTICE
Divine: Valiant.
Tier: 4
Action: Prayer over a weapon, and the offering of something metallic.
Cost: 4SP
Duration: 30 minutes.
Spell: The caster designates a 10x10b area under armistice for diplomacy. Within the armistice, no weapons may be drawn—those in-hand will be moved into sheaths or knocked out of their wielder’s grasp entirely. Spells and other powers don’t seem to function within this area either, nor are any within affected by them. Projectiles cannot be shot into the area, dispersing into flecks of iron.
Divine: Valiant.
Tier: 4
Action: Prayer
Cost: 5 SP
Duration: 6 rounds/60 seconds.
Spell: For the next minute, the caster is relentless in their determination. Bleeding slows to half the usual rate of blood loss, and pain is temporarily dulled (unless it is extreme, this does not make them able to shrug off everything). They cannot become exhausted, able to hit hard enough they can almost fracture bone or lift up to 200lbs. Fatal blows are still fatal, however, they are not immune to death. Once the minute has elapsed, they will feel their aches and pains intensely, as a result of pushing their bodies to the absolute limits.
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BARRIER
Divine: Valiant.
Tier: 4
Action: Prayer while kneeling, a hand touching the ground.
Cost: 5SP
Duration: Five minutes.
Spell: A shield wall is summoned by the caster, composed of five warriors of translucent armour; each wielding a large tower shield. While the shields are indestructible and immovable during the duration of the spell, each of the warriors is vulnerable, fading (shield in tow) after a single strike upon each of their figures. The warriors may be positioned in accordance to the caster's wishes, guarding as a 10b wide shield wall, a 5b wide phalanx, or guarding five individual choke-points like doors or archways.
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ENFOULDRED
Divine: Valiant.
Tier: 4
Action: Prayer, arcing an arm back.
Cost: 5SP
Duration: 10 seconds.
Spell: A javelin composed of blue lightning materializes in the caster's hand with an initial crack of thunder as it is conjured. The weapon may be thrown, flying as fast as an arrow toward a target. Upon contact, the javelin will fry through armour and shields and leave a hole in its wake akin to an arrow. Skin contacted will be blistered and burned, but will otherwise be unaffected. Conversely, the caster may stake the weapon into the ground, applying the effects of the Lightning Arc spell to up to 2 allies in a 5b proximity.
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ARMISTICE
Divine: Valiant.
Tier: 4
Action: Prayer over a weapon, and the offering of something metallic.
Cost: 4SP
Duration: 30 minutes.
Spell: The caster designates a 10x10b area under armistice for diplomacy. Within the armistice, no weapons may be drawn—those in-hand will be moved into sheaths or knocked out of their wielder’s grasp entirely. Spells and other powers don’t seem to function within this area either, nor are any within affected by them. Projectiles cannot be shot into the area, dispersing into flecks of iron.
[Archived Spells - Valiant]
REDIRECT
Divine: Valiant.
Tier: 1
Action: Vocal prayer.
Cost: 1SP
Duration: 5 minutes.
Spell: The caster commands the attention of a violent foe, providing it is not a murderous rage. Events beasts and monsters will focus on the caster at the discretion of the DM, and player characters may lose the attention after a pause.
SHARED BURDEN
Divine: Valiant.
Tier: 1
Action: Prayer and touch of the target.
Cost: 2SP
Duration: One hour.
Spell: The caster forms a bond with another for a period of one hour and takes half of their injuries and pains upon themselves in order to lessen it. Does not protect the target from lethal injuries nor die themselves from being connected, the caster feeling the blow but not taking the physical wounds.
SHIELD OF FAITH I
Divine: Valiant.
Tier: 1
Action: Prayer.
Cost: 1SP
Duration: One day.
Spell: The caster wards themselves for the rest of the day, enabling them to lift an arm as if holding a physical shield to deflect one physical blow, blue lightning arcing in the form of a shield before fading away. Cannot exceed the force of the average Earthspawn using a weapon. Can only be used once per day.
BLESSING OF STEEL
Divine: Valiant.
Tier: 1
Action: A short prayer uttered as the caster nicks themselves with the metal, and the submerging of the weapon in flowing water.
Cost: 3SP
Duration: Permanent, until re-cast.
Spell: Once per week the caster may, upon the completion of the ritual, imbue a weapon with the blessing of Valiant. The metal will darken to a dark greyish blue, glinting red in lighting. Crafts with this blessing will remain sharp and be twice as resilient to most damage, be it rust, brute force, or bluntening. If this weapon is used upon an innocent or in an act unfitting to Valiant’s tenets, it shatters completely and loses all the qualities stated.
Can only have one active at a time. If cast upon another weapon, the previous one reverts back to its former state.
SHIELD OF FAITH II
Divine: Valiant.
Tier: 2
Action: Prayer.
Cost: 2SP
Duration: One day.
Spell: The caster wards themselves for the rest of the day, enabling them to lift an arm as if holding a physical shield to deflect up to three physical blows throughout the day, blue lightning arcing in the form of a shield before fading away. Cannot exceed the force of the average Earthspawn using a weapon, but all three charges can be used at once to deflect one hit from something with more force ie cannonfire or the hit from a giant. However in these instances the caster is still repelled backwards and will be injured (survivable).
STRONGHOLD
Divine: Valiant.
Tier: 2
Action: Prayer and touching of the ground.
Cost: 4SP
Duration: Permanent, until a new location is made.
Spell: With a kneel and verbal prayer, over half an hour the Blessed wills an area of a 15 block radius to flatten out and form simple wooden palisades and a gatehouse over a period of two OOC days. Any entering this area are given a general feeling of safety, protection, and may take the time here to rest in various tents and ready themselves for the outsides once more. Sleeping within will let them awaken well rested and invigorated. Anyone with ill intent finds the gatehouse shuts before they can get inside. Should this be cast again elsewhere, the old one fades.
This spell has a cooldown of 2 weeks OOC if it is not in an existing region, and you are able to contact event staff to request a pre-built area be added into the world for you.
SUIT UP
Divine: Valiant.
Tier: 2
Action: Prayer, and the touching of a set of armour that will disintegrate upon ritual completion. This armour becomes their ‘ritual armour’ to be called forth in the future. To swap out which armour is used, the same process must be completed on a new set, the old set taking its place.
Cost: 4SP for the ritual cast, 2SP to summon, free to dismiss.
Duration: Permanent, until re-cast.
Spell: The caster makes a brief, vocal prayer, and over the span of roughly a minute their ritual armour forms around them clipping into place with faint arcs of lightning as the pieces join. The caster must stay still during this process or all armour will dematerialise and the spell will fail. Cannot be cast if armour is already worn. Only one set of armour can be active at a time.
BOLSTER
Divine: Valiant.
Tier: 2
Action: Prayer.
Cost: 2SP
Duration: 30 minutes
Spell: The caster emits a battle cry thematic to Valiant, and all in a fifteen block radius (so long as they are not working against the caster) feel themselves fearless and energised, to pick up their weapons and continue onward. Even those physically exerted and injured will manage to power through their pains for the next half hour (roughly) unless they are fatally wounded. Once this time has elapsed, they will feel their pains in full and must tend to their wounds.
Divine: Valiant.
Tier: 1
Action: Vocal prayer.
Cost: 1SP
Duration: 5 minutes.
Spell: The caster commands the attention of a violent foe, providing it is not a murderous rage. Events beasts and monsters will focus on the caster at the discretion of the DM, and player characters may lose the attention after a pause.
SHARED BURDEN
Divine: Valiant.
Tier: 1
Action: Prayer and touch of the target.
Cost: 2SP
Duration: One hour.
Spell: The caster forms a bond with another for a period of one hour and takes half of their injuries and pains upon themselves in order to lessen it. Does not protect the target from lethal injuries nor die themselves from being connected, the caster feeling the blow but not taking the physical wounds.
SHIELD OF FAITH I
Divine: Valiant.
Tier: 1
Action: Prayer.
Cost: 1SP
Duration: One day.
Spell: The caster wards themselves for the rest of the day, enabling them to lift an arm as if holding a physical shield to deflect one physical blow, blue lightning arcing in the form of a shield before fading away. Cannot exceed the force of the average Earthspawn using a weapon. Can only be used once per day.
BLESSING OF STEEL
Divine: Valiant.
Tier: 1
Action: A short prayer uttered as the caster nicks themselves with the metal, and the submerging of the weapon in flowing water.
Cost: 3SP
Duration: Permanent, until re-cast.
Spell: Once per week the caster may, upon the completion of the ritual, imbue a weapon with the blessing of Valiant. The metal will darken to a dark greyish blue, glinting red in lighting. Crafts with this blessing will remain sharp and be twice as resilient to most damage, be it rust, brute force, or bluntening. If this weapon is used upon an innocent or in an act unfitting to Valiant’s tenets, it shatters completely and loses all the qualities stated.
Can only have one active at a time. If cast upon another weapon, the previous one reverts back to its former state.
SHIELD OF FAITH II
Divine: Valiant.
Tier: 2
Action: Prayer.
Cost: 2SP
Duration: One day.
Spell: The caster wards themselves for the rest of the day, enabling them to lift an arm as if holding a physical shield to deflect up to three physical blows throughout the day, blue lightning arcing in the form of a shield before fading away. Cannot exceed the force of the average Earthspawn using a weapon, but all three charges can be used at once to deflect one hit from something with more force ie cannonfire or the hit from a giant. However in these instances the caster is still repelled backwards and will be injured (survivable).
STRONGHOLD
Divine: Valiant.
Tier: 2
Action: Prayer and touching of the ground.
Cost: 4SP
Duration: Permanent, until a new location is made.
Spell: With a kneel and verbal prayer, over half an hour the Blessed wills an area of a 15 block radius to flatten out and form simple wooden palisades and a gatehouse over a period of two OOC days. Any entering this area are given a general feeling of safety, protection, and may take the time here to rest in various tents and ready themselves for the outsides once more. Sleeping within will let them awaken well rested and invigorated. Anyone with ill intent finds the gatehouse shuts before they can get inside. Should this be cast again elsewhere, the old one fades.
This spell has a cooldown of 2 weeks OOC if it is not in an existing region, and you are able to contact event staff to request a pre-built area be added into the world for you.
SUIT UP
Divine: Valiant.
Tier: 2
Action: Prayer, and the touching of a set of armour that will disintegrate upon ritual completion. This armour becomes their ‘ritual armour’ to be called forth in the future. To swap out which armour is used, the same process must be completed on a new set, the old set taking its place.
Cost: 4SP for the ritual cast, 2SP to summon, free to dismiss.
Duration: Permanent, until re-cast.
Spell: The caster makes a brief, vocal prayer, and over the span of roughly a minute their ritual armour forms around them clipping into place with faint arcs of lightning as the pieces join. The caster must stay still during this process or all armour will dematerialise and the spell will fail. Cannot be cast if armour is already worn. Only one set of armour can be active at a time.
BOLSTER
Divine: Valiant.
Tier: 2
Action: Prayer.
Cost: 2SP
Duration: 30 minutes
Spell: The caster emits a battle cry thematic to Valiant, and all in a fifteen block radius (so long as they are not working against the caster) feel themselves fearless and energised, to pick up their weapons and continue onward. Even those physically exerted and injured will manage to power through their pains for the next half hour (roughly) unless they are fatally wounded. Once this time has elapsed, they will feel their pains in full and must tend to their wounds.
NAME: Bennett's Smithing Hammer
DESCRIPTION: A simple blacksmith's hammer, weathered and beaten from constant use. The handle is leather-wrapped, but nothing about the iron head seems to be special.
PASSIVE: The item is perfectly weighted for the user, regardless of the form it takes. The blade is unbreakable and always retains an edge, but the hammer and handle are of regular vulnerability--appearing entirely ordinary.
[ABILITY]: [Predestined]: At the wielder's discretion, the hammer emits a spectral blade and crossguard in the shape of the Valiant Artifact "Unyielding", the aspects solidifying into a physical form of the weapon after a few seconds. Even in its physical state, the summoned components of the weapon appear somewhat transparent--an evident facsimile of the original item. The form can be reverted freely, but will require another turn to summon again. It cannot be summoned inside another object.
ATTUNED TO: Bennett
No longer held, returned to Valiant.
Shrine Ability:
[ x ] They can call down a flash of red or blue lightning within 5b, forming a spear that is equivalent to a mundane steel spear in the ground over two rounds/20 seconds.
Only one at a time, a second summon disperses the first.
With the "Life" Crisis concluded, the power of the shrine has receded.
DESCRIPTION: A simple blacksmith's hammer, weathered and beaten from constant use. The handle is leather-wrapped, but nothing about the iron head seems to be special.
PASSIVE: The item is perfectly weighted for the user, regardless of the form it takes. The blade is unbreakable and always retains an edge, but the hammer and handle are of regular vulnerability--appearing entirely ordinary.
[ABILITY]: [Predestined]: At the wielder's discretion, the hammer emits a spectral blade and crossguard in the shape of the Valiant Artifact "Unyielding", the aspects solidifying into a physical form of the weapon after a few seconds. Even in its physical state, the summoned components of the weapon appear somewhat transparent--an evident facsimile of the original item. The form can be reverted freely, but will require another turn to summon again. It cannot be summoned inside another object.
ATTUNED TO: Bennett
No longer held, returned to Valiant.
Shrine Ability:
[ x ] They can call down a flash of red or blue lightning within 5b, forming a spear that is equivalent to a mundane steel spear in the ground over two rounds/20 seconds.
Only one at a time, a second summon disperses the first.
With the "Life" Crisis concluded, the power of the shrine has receded.
Aesthetics:
[ x ] Bennett's shoulders get a little broader and he grows up to an inch taller.
[ x ] Bennett's features become more defined, muscle seeming more pronounced and facial features becoming more chiseled or sharper in appearance.
[ x ] Divine markings thematic to Valiant form upon the body, in hues of dark blue, red, or metallic steel. This can be as simple as bands around the wrists, or an entire intricate design across the back, left up to the player. Some parts can glow a blue hue in certain conditions.
Quirks:
[ x ] Wounds that would not require stitches seal over with a metallic sheen within five minutes, leaving scars on occasion.
[ x ] Bennett's bones get a little stronger and harder to break. He is somewhat more resilient, +1 Fortitude.
[ x ] They find that they can stand their ground with twice the strength they’d usually have, such as holding closed a door or keeping their shield raised against force.
[ x ] Bennett's shoulders get a little broader and he grows up to an inch taller.
[ x ] Bennett's features become more defined, muscle seeming more pronounced and facial features becoming more chiseled or sharper in appearance.
[ x ] Divine markings thematic to Valiant form upon the body, in hues of dark blue, red, or metallic steel. This can be as simple as bands around the wrists, or an entire intricate design across the back, left up to the player. Some parts can glow a blue hue in certain conditions.
Quirks:
[ x ] Wounds that would not require stitches seal over with a metallic sheen within five minutes, leaving scars on occasion.
[ x ] Bennett's bones get a little stronger and harder to break. He is somewhat more resilient, +1 Fortitude.
[ x ] They find that they can stand their ground with twice the strength they’d usually have, such as holding closed a door or keeping their shield raised against force.
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