Medieval & Fantasy Minecraft Roleplaying

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[Jax] Abraham Solivu - Tier 1

Snowymaximus

Lord of Altera
Legend
Snowymaximus
Snowymaximus
Legend


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- ABRAHAM SOLIVU -

IG NAME: Snowymaximus
CHARACTER: Abraham Solivu
PROFILE: { Link }

PATRON: Jax

TIER: 1

SPELL POINTS: 2 SP

ARTIFACTS: None

TRINKETS:

[
Trove] [Graced Trinket]

DESCRIPTION: A golden dragon the size of a raven, or a crossbow that appears as solid gold despite not having the weight of it. It functions as a high quality crossbow of oak.
PASSIVE: This crossbow can change at the will of its holder to a small dragon like companion that simply likes to be around them, but tends to cough up the occasional coin. Bolts loaded into it when in crossbow form take on the appearance of gold until one hour after being loosed or by the end of the day.
[ABILITY - Dragonbreath]: Once per day, a bolt may be loaded and with a polite request the arrowtip will ignite with flame. This will begin to set something on fire upon impact over the span of three rounds if not actively extinguished.

PASSIVES:
Universal - Providence ][ The blessed’s soul is warded by their faith in their Divine. If something tries to possess them, or they’re targeted by an effect that is functionally identical to possession, the blessed may roll a d6 save to resist it. If they roll their tier or lower on the d6, the possession fails and has no effect. They are additionally fully immune to any attempts to lay claim to their soul (in terms of it being trapped, imprisoned, or otherwise by some entity. This is not expected to come up much in RP, but exists for flavor). For curses or afflictions like Vyrism or Spiritblessed, they may resist it outright or optionally roll a possession save against it.

Universal - Natural Allies ][ Certain creatures recognize the Blessed of certain gods and behave differently than they would to other mortals, so long as hostility isn’t shown to them.

Universal Tier 1 - Resilience ][ Allies within 5 blocks gain one step of advantage on saves against the effects of poison, disease, and other toxins.

Aesthetic Tier 1][ The eyes take on a ring of color about the pupil thematic to their Divine, intensifying in spellcasting or heightened emotional states.
Quirk Tier 1 ][ They are unphased by any sort of motion sickness, be it on land or sea, and whilst riding a ship or carriage they have an easier time keeping their balance against the movement of the vehicle.

STATUS: Working to improve his fortune

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SPELL LIST
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PURIFY
Divine
: Universal
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. (Note: Vyres cannot live on this blood, it will satiate half their feeding requirement at most. This is in the same category of Bloodvine, for example.)
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.

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ILLUMINATE
Divine
: Universal
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
Divine
: Universal
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
Divine
: Universal
Action: The prayer of, “[Divine], carry my words.”
Cost: 1SP
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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FEAST OF THE GODS
Divine
: Universal
Action: Prayer. They must keep their hands on the location on which to summon it for one minute.
Cost: 1 SP
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.
Jax: Feast of Fortune
Tableware, utensils, and goblets form of various metals and wealth, as if pulled from a hoard of belongings and not a matching set. It appears upon a worn, aged map of some unknown coastline. As if someone plucked the best parts off any dinner table, this feast is varied but overly high quality. Water or wine is served.

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BAPTISM
Divine
: Universal
Action: Prayer, an offering to the divine, and touch.
Cost: 1 SP
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.
Jax: Mark of Adventure
The offering disperses into flakes of gold and silver before vanishing entirely. A mark appears upon them as a sort of tattoo, following the theme of a star, anchor, or coin. Children who grow up with this mark may show traits of being adventurous and a little bold, laughing a little more often. They have a habit of trying to take items for themselves.


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WITHIN REACH I
Divine
: Jax.
Tier: 1
Action: Prayer.
Cost: 0 SP
Duration: As long as required.
Spell: The caster summons either their coin purse or one item that can be held in one hand after the uttering of a prayer and a show of gold dust appearing as it materializes in one of their hands. They may dismiss it at will, the cost of this spell only applying upon summoning. In cases of combat, weaponry takes a turn to appear, and is not instantaneous. Both item and coin purse must be belongings of the caster.

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FORTUNE'S COMPANY
Divine
: Jax.
Tier: 1
Action: Prayer.
Cost: 0 SP
Duration: One hour.
Spell: The caster summons an softly glowing orb that can fit in the palm of their hand, in either a gold or silver theme. If not held, it floats idly around the caster or can be directed to move somewhere within 5b of them, illuminating the area with the strength of a torch (though able to be dimmed to give off less or no light at all). It works underwater as well as in the air, and when it is near something of value in an event it will ring like a bell at DM discretion. It lasts for one hour or until dismissed.

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UNLUCKY
Divine
: Jax.
Tier: 1
Action: Prayer and the payment of one golden coin that disperses upon the cast.
Cost: 1 SP
Duration: One day.
Spell: The caster curses an individual with bad luck and misfortune. The target finds that for the next 24 hours they will, at the choice of the caster, be given one of the following outcomes for the rest of the day. The target may roll an opposed Soul+Determination check against the caster to resist it.
[Clumsy] They bump into chairs, tables, walls, doors, and so on - As if everything has moved a few inches in the wrong direction and they never noticed. They even spill their drinks half the time. Wasteful.
[Loser] They lose every gamble they make, find that they have lost half their coin purse amount, and one of their normal possessions has abruptly been left at home or somewhere else entirely. Such as a boot, or a sword, or a cloak. How could they be so careless?
[Forgetful] They call people by the wrong name and make a fool of themselves for it, gaining a faint stutter and stammer that they surely didn't have before. They might have had a meeting to go to, or a delivery to make, but they've simply lost track of time.
Note: This cannot be used to sway the outcome of combat but the player may factor it in if they desire to do so.

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BINDING CONTRACT I
Divine
: Jax.
Tier: 1
Action: Prayer.
Cost: 1 SP
Duration: Permanent until broken.
Spell: The caster summons forth a golden quill and scroll of parchment from thin air with a poof of gold glitter, and it writes up a contract as spoken by the caster. The target can then take the quill to sign it, and the contract is sealed. Should this agreement or contract be broken in any way, the blessed witnesses the contract tear itself up in front of them, and the target is plagued with misfortune for the next week in a similar line to [UNLUCKY], the choice of either three options being up to the target (Clumsy, Loser, Forgetful).
Note: The contract states explicitly what will happen if the terms are not met. The one signing it is fully aware of the consequences. The contract cannot be altered once written.

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DIVINE PROGRESS
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TIER ONE
In order to first become Blessed, the following requirements should be met;

Show worship of a Divine for at least one month OOC from the creation of a divine profile/thread: {✓}
The character must be at least two months old OOC: {✓}
The character must be at least sixteen years of age: {✓}
Must significantly contribute to (by attending) or host an event which is of thematic significance to their divine: {✓}
Three notable acts in line with their Divine (Hunting, Healing, Bartering, etc) separate to the event(s) above: {✓} {✓} {✓}
One offering of an item to their Divine at a shrine/church/etc (Log its OOC location for collection.): {✓}

- [6/26/2021] Takes up learning more from a colleague; begins regular prayer
- [June/July 2021] Begins taking regular advice on Jax practices
- Goes to an auction in Halbed, almost wins a rare artifact, but is outbid by 50,000 radiants (thematic signifcance event)
- Goes to a separate auction in Storms Landing and secures 2 items (notable act in line with divine)
- Secures a Jax artifcact, Trove (notable act in line with divine)
- Hosts a sermon on Jax (notable act in line with divine/hosting significant event)
- A gold coin, found along the shore of the island with the Trove artifact, offered to the shrine of Jax at Storms Landing

Show extended worship, with one month OOC since achieving Blessed status. {✓}
Describe the two most prominent relevant deeds they've done since their last rank up.
The character should keep something on them that represents their Divine personally. (Items, Clothing, etc) {✓}
Must create a small shrine to their Divine, and grant it an offering. (Must be an item, check notes at the top of the page.) {✓}
Must have at least five instances in their divine log where they have personally done something significant seen favourably by their Divine separate to the event(s) above.
- Secures a trade route with the Astrakhan Domain

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