- Pronouns
- He/Him
GrapeFlavDragons
Evil
IG NAME: TheDeester.
CHARACTER: -
PROFILE: { Link }
PATRON: Visage.
TIER: III
SPELL POINTS: 4 SP.
ARTIFACTS:
NAME: Ringer.
DESCRIPTION: A baton of black metal with a leather binding, unremarkable.
PASSIVE: The baton is buoyant enough to hold 300lbs. of weight at the surface of water.
[ABILITY]: The attuned may surround the baton with a mirror image of a nearby weapon's shape twice a day, cast in black and lacking any of the other attributes--the baton acting as the handle. Metal components of the weapon are treated as refined steel, with wooden components treated as eastlander chestnut or yew wood. The copy lasts for up to thirty minutes, or until a combative encounter is over. It takes one turn to conjure, and can be done twice per day.
ATTUNED TO: Wielder.
NAME: Stormbreaker
DESCRIPTION: A circular shield of rusted bronze, hued in coppers and greens, enameled with blue.
EFFECT: Channelling while this shield is in hand, the user may part water immediately around them for no more than a minute. This effect may be used to dry objects near instantly, or part streams to allow passage, the water in a one block radius around the caster displacing for the length of the effect. (Such as the block in front, behind, side to side and diagonally at one time.) This only works on water.
ITEM HOLDER: Wielder.
TRINKETS:
NAME: Mistcall
DESCRIPTION: A simple waterskin of dark leather.
EFFECT: It can be drunk from as usual, but if poured elsewhere it falls as dark mist within whisper range, lingering upon the ground for as long as water would take to dry.
ITEM HOLDER: Wielder.
PASSIVES:
Resilience: Allies within 5 blocks gain one step of advantage on saves against the effects of poison, disease, and other toxins.
Martyr: By placing hands to either side of a recent injury and focusing/channeling for a minute the blessed may remove an injury from another and take it upon themselves instead, making their body whole at the cost of their own. This does not replace lost limbs or body parts; it’ll stem the bleeding, but at cost of opening a similarly grievous wound upon the blessed’s limb. It doesn’t apply to conditions like being poisoned, only flesh wounds, and the target must be living for this to work.
Aethersight: The blessed can see the presence of magic as a faint aura outlining spells, artifacts, or similar magical items and effects. This aura appears purple for arcane spells, and white for divine spells. They gain a bonus die on rolls to discern illusions, and have no penalty on awareness checks to detect invisible foes.
AESTHETIC
[ x ] He can change his eye colour to be any other natural colour applicable to his race at will. This does not replace or remove other effects to the eyes (Vyre, Spiritblessed).
[ x ] At will, he may shift his face to resemble that of a porcelain mask, expressions appearing strange and unnatural.
[ x ] At will, sections of his body can take on the appearance of cracked porcelain, though it acts as mundane flesh.
[ x ] His eyes become like a mirrored surface at will, reflecting his surroundings and obscuring exactly what he is looking at. [Removed]
QUIRK
[ x ] He can see through natural smoke, mist, and fog, as if it is hardly there at all.
[ x ] He is able to change his voice at will, sounding different every day if he so desires. Any speech used nonverbally (telepathy, divine word, etc) will use his natural voice.
[ x ] He is able to breathe underwater as if it were air, and seem to have improved swimming skill.
[ x ] He is able to read any common language (Elven, Common, Mok’ra, etc). [Removed]
SHRINE ABILITY: NULLIFIED
[ x ] "They are able to speak telepathically to others and be replied to with as many words, providing the targets are within RP range."
STATUS: Observing.
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SPELL LIST
Purify - 1 Cast
Illuminate - 0 Casts
Vision - 0 Casts
Divine Word - 4 Casts
Baptism - 0 Casts
Feast of the Gods - 6 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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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.
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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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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.
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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.
Visage; Mark of the Watcher
The offering disperses into small, harmless shards of mirror before vanishing entirely. A mark appears upon them like an inky smudge or eye shape, of either grey or blue hues. Children who grow up with this mark may show traits of being particularly curious, learning how to read and write easier than others of their age. Some tend to find water almost fascinating.
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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.
Visage; Feast of Whispers
Plates and glasses form of cracked glass, though smooth enough to act as if they are unbroken, with utensils of simple silver. It forms upon a type of thin sea fog that only disperses when the spell ends. Foods from all cultures are found on this table, not sitting to any one type. The drinks vary.
Illusion - 8 Casts
Suggestion - 29 Casts
Watchful Gaze - 3 Casts
Mirror Mimicry - 1 Cast
ILLUSION I
Divine: Visage.
Tier: 1
Action: Prayer.
Cost: 1 SP
Duration: 30 minutes or until touched.
Spell: The caster creates a small illusion that is no larger than a dog, capable of emitting basic sounds but disperses into smoke upon being touched (or touching a living thing) by anything aside from the caster themselves. It has the ability to give off no more light than a candle, regardless of if it is an illusory campfire. Up to two illusions may be active at a time within a range of 10b. Illusions react to other illusions at the casters’ discretion, but cannot be dispelled by them.
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SUGGESTION
Divine: Visage.
Tier: 1
Action: Prayer or Touch.
Cost: 1SP
Duration: 5 minutes.
Spell: But murmuring a prayer or touching their target, the caster plants a small idea in their mind, if it is too unlike them to think of doing it then they will dismiss it but it has the potential to become something of their own (this is heavy on the target and how they wish to proceed). This spell can almost be used to give a suggestion of emotions to a target, a flare of anger or a touch of sadness. They are fleeting, but enough if used in the right circumstances to become their own until they rationalize it.
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WATCHFUL GAZE
Divine: Visage.
Tier: 1
Action: Prayer, and the marking of a location in white chalk.
Cost: 2SP
Duration: Three days.
Spell: The caster marks out an area or item with the symbol of an eye at least as big as a palm, and they may close their own eyes to focus for several minutes and see through that symbol. They see in a black and white spectrum, and whilst they can see people talking they cannot hear them. They may focus on it whenever they like, but the mark will fade after three days and must be recast. The mark can be mobile, but looking through it rends horrible nausea onto the caster until the object stabilizes. The mark is waterproof, and provides perfect vision underwater if the mark is lowered into the depths.
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MIRROR MIMICRY
Divine: Visage.
Tier: 1
Action: Prayer and the touch of the mirror in question.
Cost: 2SP
Duration: One week.
Spell: The caster blesses a mirror to become a mimic for any natural sound, so long as it is something the caster has experienced themselves. It can replay this sound until the mirror is broken or up to a maximum of one week. They apply a trigger to it of their choosing, but it must be one of the following: A set timer, when light shines upon it, when in total darkness, when movement is detected, or when a key word is uttered.
Divine: Visage.
Tier: 1
Action: Prayer.
Cost: 1 SP
Duration: 30 minutes or until touched.
Spell: The caster creates a small illusion that is no larger than a dog, capable of emitting basic sounds but disperses into smoke upon being touched (or touching a living thing) by anything aside from the caster themselves. It has the ability to give off no more light than a candle, regardless of if it is an illusory campfire. Up to two illusions may be active at a time within a range of 10b. Illusions react to other illusions at the casters’ discretion, but cannot be dispelled by them.
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SUGGESTION
Divine: Visage.
Tier: 1
Action: Prayer or Touch.
Cost: 1SP
Duration: 5 minutes.
Spell: But murmuring a prayer or touching their target, the caster plants a small idea in their mind, if it is too unlike them to think of doing it then they will dismiss it but it has the potential to become something of their own (this is heavy on the target and how they wish to proceed). This spell can almost be used to give a suggestion of emotions to a target, a flare of anger or a touch of sadness. They are fleeting, but enough if used in the right circumstances to become their own until they rationalize it.
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WATCHFUL GAZE
Divine: Visage.
Tier: 1
Action: Prayer, and the marking of a location in white chalk.
Cost: 2SP
Duration: Three days.
Spell: The caster marks out an area or item with the symbol of an eye at least as big as a palm, and they may close their own eyes to focus for several minutes and see through that symbol. They see in a black and white spectrum, and whilst they can see people talking they cannot hear them. They may focus on it whenever they like, but the mark will fade after three days and must be recast. The mark can be mobile, but looking through it rends horrible nausea onto the caster until the object stabilizes. The mark is waterproof, and provides perfect vision underwater if the mark is lowered into the depths.
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MIRROR MIMICRY
Divine: Visage.
Tier: 1
Action: Prayer and the touch of the mirror in question.
Cost: 2SP
Duration: One week.
Spell: The caster blesses a mirror to become a mimic for any natural sound, so long as it is something the caster has experienced themselves. It can replay this sound until the mirror is broken or up to a maximum of one week. They apply a trigger to it of their choosing, but it must be one of the following: A set timer, when light shines upon it, when in total darkness, when movement is detected, or when a key word is uttered.
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Lexicon - 0 Casts
Shroud of the Watcher - 0 Casts
Illusion II - 2 Casts
Obscurity - 1 Cast
LEXICON
Divine: Visage.
Tier: 2
Action: Prayer.
Cost: 2SP
Duration: One hour.
Spell: The caster whispers a short prayer to Visage, and grants themselves the ability to understand all spoken words regardless of the tongue used for a period of time. They cannot use this ability to learn the language, though may pick up on the occasional words and know what languages are spoken outside of the spell.
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SHROUD OF THE WATCHER
Divine: Visage.
Tier: 2
Action: Prayer and touch for 30 minutes.
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 become veiled with a dense sea fog, seemingly endless once entered. Any entering this area are unable to be detected in any capacity, as if they are both there, but not, but also someone else. All colours become a muted black and white, whispers sound from each direction among the sound of waves, and those blessed of Visage may control what is said. Mirrored surfaces float and linger without walls, and bookshelves hold books held in any common library that are publicly accessible. These books cannot be removed from this location, and can only be read by those of Visage. 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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ILLUSION II
Divine: Visage.
Tier: 2
Action: Prayer.
Cost: 2SP
Duration: 30 minutes or until dispersed.
Spell: The caster can create an illusion of something no larger than a horse within 10b of them, capable of basic sounds but also able to give the brief impression of touch before it disperses. This includes the faint sting of a bite or stab, though it will leave no physical wounds. These illusions are capable of giving off as much light as a torch if desired. Up to two illusions may be active at a time, though will disperse into smoke if a more forceful touch is given with a delay of a minute. The caster is able to touch and hold them with no issue. The illusion responds to other illusions at the caster’s discretion, and is capable of dispelling those created by Illusion I—but cannot be dispelled by other illusions itself.
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OBSCURITY
Divine: Visage.
Tier: 2
Action: Prayer.
Cost: 3SP
Duration: 30 minutes.
Spell: The caster wills an area to be obscured by a dense sea fog up to the size of the average tavern. Those within struggle to make out the faces or voices of those around them, the caster included, but may be able to recognise those they are close to by way of colours or words spoken. The caster may whisper a single sentence that will be repeated throughout the fog from multiple sources in voices unrecognisable, and beyond these whispers the sounds of the ocean are distracting enough to muddle other conversation. The fog fades after 30 minutes. It is dense but players can see one another up to a maximum of four blocks away. Can not be used if it is nowhere near the coastline (ie middle of the continent).
Divine: Visage.
Tier: 2
Action: Prayer.
Cost: 2SP
Duration: One hour.
Spell: The caster whispers a short prayer to Visage, and grants themselves the ability to understand all spoken words regardless of the tongue used for a period of time. They cannot use this ability to learn the language, though may pick up on the occasional words and know what languages are spoken outside of the spell.
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SHROUD OF THE WATCHER
Divine: Visage.
Tier: 2
Action: Prayer and touch for 30 minutes.
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 become veiled with a dense sea fog, seemingly endless once entered. Any entering this area are unable to be detected in any capacity, as if they are both there, but not, but also someone else. All colours become a muted black and white, whispers sound from each direction among the sound of waves, and those blessed of Visage may control what is said. Mirrored surfaces float and linger without walls, and bookshelves hold books held in any common library that are publicly accessible. These books cannot be removed from this location, and can only be read by those of Visage. 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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ILLUSION II
Divine: Visage.
Tier: 2
Action: Prayer.
Cost: 2SP
Duration: 30 minutes or until dispersed.
Spell: The caster can create an illusion of something no larger than a horse within 10b of them, capable of basic sounds but also able to give the brief impression of touch before it disperses. This includes the faint sting of a bite or stab, though it will leave no physical wounds. These illusions are capable of giving off as much light as a torch if desired. Up to two illusions may be active at a time, though will disperse into smoke if a more forceful touch is given with a delay of a minute. The caster is able to touch and hold them with no issue. The illusion responds to other illusions at the caster’s discretion, and is capable of dispelling those created by Illusion I—but cannot be dispelled by other illusions itself.
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OBSCURITY
Divine: Visage.
Tier: 2
Action: Prayer.
Cost: 3SP
Duration: 30 minutes.
Spell: The caster wills an area to be obscured by a dense sea fog up to the size of the average tavern. Those within struggle to make out the faces or voices of those around them, the caster included, but may be able to recognise those they are close to by way of colours or words spoken. The caster may whisper a single sentence that will be repeated throughout the fog from multiple sources in voices unrecognisable, and beyond these whispers the sounds of the ocean are distracting enough to muddle other conversation. The fog fades after 30 minutes. It is dense but players can see one another up to a maximum of four blocks away. Can not be used if it is nowhere near the coastline (ie middle of the continent).
Puppeteer - 0 Casts
Evasion - 0 Casts
Scour - 0 Casts
Elusive Object - 0 Casts
PUPPETEER
Divine: Visage.
Tier: 3
Action: Prayer.
Cost: 2 SP
Duration: 30 minutes.
Spell: The caster selects a target within line of sight, and upon a maintained gaze of 1 round/10 seconds takes hold of them for the duration. Their own body will slump and the eyes close, similar to needing a nap. If this is a player entity, they will be able to give them an idea, describing it to the player as if they were experiencing a brief daydream. Players are able to direct how this idea goes. If this is an NPC, they will be able to additionally control their movements, it being under the guise of them believing it to be their own choices and not feeling it forced unless it is an act they'd not willingly do (DM discretion). This is explained as strong or weak willed individuals, and players who are willing to have the NPC option apply to their own character are able to do so. The target may roll an opposed Soul + Determination against the caster to resist this effect.
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EVASION
Divine: Visage.
Tier: 3
Action: Reaction.
Cost: 3 SP
Duration: A half second.
Spell: The caster spends their power to charge an empowered evasive ability. Their body is engulfed in heavy smoke, distorting their appearance. They accelerate immediately to a sprinting speed, moving in any direction for a maximum of 5 blocks. Divine magics protect the caster from inertia, and they exit this state with the same momentum they entered it in. They are not invulnerable in this state, their body is still physically there. The caster must decide a single block to land on, and may not change its course after casting the spell. This counts as their action that turn as though they attempted to evade naturally, and must be emoted as the response to an incoming emote before any rolls are made; it can't be used immediately after losing a contested roll to negate its effects.
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SCOUR
Divine: Visage.
Tier: 3
Action: Touch.
Cost: 2 SP
Duration: 30 minutes.
Spell: The caster targets someone in sight and wills their surface thoughts and recent memories (at the discretion of the target) into something reflective in hand. This can be a basin of water, a mirror, or a shiny blade. The target will feel a faint tugging sensation, of being watched, something behind them. This can last up to 30 minutes, but the caster must keep touch with the reflective surface for it to continue. The target may roll an opposed Soul + Determination against the caster to resist this effect, or Mind + Guile if they are aware of what's happening.
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ELUSIVE OBJECT
Divine: Visage.
Tier: 3
Action: Prayer, and the touch of the designated item (Can be a Book, Quill, Dagger, Vial, Coinpurse, Lockpick, or Mask.)
Cost: 2 SP
Duration: Permanent, until replaced.
Spell: The caster spends the initial SP to place up to two items into an elusive form that they can summon forth thereafter. Items can be removed from the maximum two and replaced, but each replacement costs the initial 2SP. Summoning their objects must be done from a place of shadow, such as in sleeves, under cloaks, etc., and will take one round/10 seconds to materialize in full. Can include magical objects so long as they fit the limits of objects stated in Actions.
Divine: Visage.
Tier: 3
Action: Prayer.
Cost: 2 SP
Duration: 30 minutes.
Spell: The caster selects a target within line of sight, and upon a maintained gaze of 1 round/10 seconds takes hold of them for the duration. Their own body will slump and the eyes close, similar to needing a nap. If this is a player entity, they will be able to give them an idea, describing it to the player as if they were experiencing a brief daydream. Players are able to direct how this idea goes. If this is an NPC, they will be able to additionally control their movements, it being under the guise of them believing it to be their own choices and not feeling it forced unless it is an act they'd not willingly do (DM discretion). This is explained as strong or weak willed individuals, and players who are willing to have the NPC option apply to their own character are able to do so. The target may roll an opposed Soul + Determination against the caster to resist this effect.
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EVASION
Divine: Visage.
Tier: 3
Action: Reaction.
Cost: 3 SP
Duration: A half second.
Spell: The caster spends their power to charge an empowered evasive ability. Their body is engulfed in heavy smoke, distorting their appearance. They accelerate immediately to a sprinting speed, moving in any direction for a maximum of 5 blocks. Divine magics protect the caster from inertia, and they exit this state with the same momentum they entered it in. They are not invulnerable in this state, their body is still physically there. The caster must decide a single block to land on, and may not change its course after casting the spell. This counts as their action that turn as though they attempted to evade naturally, and must be emoted as the response to an incoming emote before any rolls are made; it can't be used immediately after losing a contested roll to negate its effects.
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SCOUR
Divine: Visage.
Tier: 3
Action: Touch.
Cost: 2 SP
Duration: 30 minutes.
Spell: The caster targets someone in sight and wills their surface thoughts and recent memories (at the discretion of the target) into something reflective in hand. This can be a basin of water, a mirror, or a shiny blade. The target will feel a faint tugging sensation, of being watched, something behind them. This can last up to 30 minutes, but the caster must keep touch with the reflective surface for it to continue. The target may roll an opposed Soul + Determination against the caster to resist this effect, or Mind + Guile if they are aware of what's happening.
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ELUSIVE OBJECT
Divine: Visage.
Tier: 3
Action: Prayer, and the touch of the designated item (Can be a Book, Quill, Dagger, Vial, Coinpurse, Lockpick, or Mask.)
Cost: 2 SP
Duration: Permanent, until replaced.
Spell: The caster spends the initial SP to place up to two items into an elusive form that they can summon forth thereafter. Items can be removed from the maximum two and replaced, but each replacement costs the initial 2SP. Summoning their objects must be done from a place of shadow, such as in sleeves, under cloaks, etc., and will take one round/10 seconds to materialize in full. Can include magical objects so long as they fit the limits of objects stated in Actions.
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