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{Jax} Divine Spells

Elz

hmm
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[Art Credit ]

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Tier I { x }
Tier II { x }
Tier III { x }
Tier IV { x }
Tier V { x }


- - -=][=- - -

THE
- B L E S S E D -

Tier I - The Blessed are those who have been surely noticed by the Divine and granted a fragment of their power in return for their devotion. Through a short period of prayer prepared at the start of the day, these chosen few gain the ability to cast spells from both the universal spells and the first tier of spells from their chosen Divine. Three of the same spell can be used on the basis it still costs their daily allotment of spell points, but spells need no longer be chosen at the beginning of the day in advance.
- - -

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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Elz

hmm
Staff member
Admin
Very Sweet
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- - -=][=- - -

THE
- S A C R E D -

Tier II - The Sacred are those who have continued to follow the path of their chosen Divine, and grasped a better understanding of just what they represent. In return for this show of dedication and willingness to encourage others to follow the same, they are granted more power. In most cases, an item is blessed by the chosen Divine to become an Artifact; more information on those those { here }.
- - -

FORTUNE’S FAVOUR
Divine: Jax.
Tier: 2
Action: Muttered prayer and the offering of a golden coin, which vanishes when the spell is cast.
Cost: 1 SP
Duration: 30 minutes.
Spell: In any scenario where luck has a part to play, the caster (or their target, if this is cast on another) may roll with advantage (roll twice, taking the higher result) where applicable, or the DM can be informed the caster is pulling on their luck with this spell cast. This should allow them the upper hand in gambling, but also things like picking locks or diving for pearls. At DM discretion this may also be used to give them an advantage in risky plays. Must be used in the next 30 minutes. This applies once for each 'roll' or instance of luck, and does not apply continuously for the duration.
Note: In cases where other players are comfortable with it, this spell can be used in occasions where no DM is present, but it is not a combat spell.

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THE TRADING POST
Divine: Jax.
Tier: 2
Action: Prayer and touch for 30 minutes.
Cost: 1 SP.
Duration: Permanent, until another 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 form something like a shipwreck or a bunch of trade caravans with seating and piles of gems and opulence. Any who enter the area feel themselves far more cheery, an air of merriment and relaxation fills the area. There is a gambling table, a bar, and a small map showing the common trade routes within the area (either by sea or land). The gems cannot be taken out of the radius, but the bar demands coin and that coin is slowly added to these piles. Bar brawls for fun are the only type of violence accepted, and should this rule be broken the individual finds themselves propelled out the vicinity and unable to even perceive the area when they look at it. They can walk right over it and see nothing but air. 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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TIDES OF FORTUNE
Divine: Jax.
Tier: 2
Action: Verbal prayer, the breaking of an expensive bottle of alcohol upon the prow, and the payment of either a gemstone or a generous handful of whatever the caster considers their currency.
Cost: 1 SP
Duration: One entire voyage.
Spell: The caster blesses a voyage with the luck of Jax. Ships with this spell cast will almost always find favourable winds and make good time, and find that those who fall overboard(or from the sails) sometimes catch a stray rope on the way down, a very lucky and fortunate event. It has been known to save ships from being sunk in storms, but not always. (This is up to the DM and is not a guarantee but they should be made aware of this spell cast.)

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WITHIN REACH II
Divine: Jax.
Tier: 2
Action: Prayer.
Cost: 1 SP per summon.
Duration: As long as needed.
Spell: The caster can store two large/medium items in a sort of pocket realm, and be able to pull one out with a prayer and a plume of gold dust over one combat turn/ten seconds. These items can be anything from a book, to a shield, to a wine bottle (wine included), to even a chair, but it must be something they can carry with one or both hands. Items cannot be 'pre loaded' or instantly materialized, nor can they be items formed from other spells such as summoned weapons or holy water. Gold dust fades within a minute, and cannot be harvested.

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Elz

hmm
Staff member
Admin
Very Sweet
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- - -=][=- - -

THE
- P R O P H E T -

Tier III - The Prophet is an individual who is exceptionally well versed in the following of their Divine that they are often the teacher or guide for others to follow. In return for their ever growing devotion, the Divine trusts in them to be able to upold their values and not be led astray and grants them not only increased power, but the blessing and approval of a shrine of area to hold their presence.
[ At T3, you may contact Divine Staff to look into imbuing some part of a region as Divine Ground. See { here } for more information.]
- - -

LUCKY THROW
Divine: Jax.
Tier: 3
Action: Touch.
Cost: 2 SP
Duration: One hour.
Spell: The caster touches an item and blesses it with the touch of Jax, making it appear as gold for the duration though retaining the qualities of its usual form. For the next hour, if this item is thrown it follows an almost uncanny path; any conditions that may impose disadvantage on the roll, such as trying to throw it at its maximum range, impose no penalty instead. The effects lasts for three throws before the item returns to normal, or the duration passes.

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LET IT RAIN
Divine: Jax.
Tier: 3
Action: Vocal prayer, and the offering of something mildly valuable which vanishes after the spell is cast.
Cost: 2 SP
Duration: 15 minutes.
Spell: The caster summons a rain of golden coins in a radius of several blocks (RP chat range) that hit like solid hailstones, leaving small bruises where they hit. This may result in ideally everyone getting under some sort of cover or fleeing the vicinity. The coins disperse after the spell has ended, unable to be collected. Jax is not that generous.

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HOMEWARD BOUND
Divine: Jax.
Tier: 3
Action: Prayer, the flip of a coin, and the offering of something considered valuable (gold coin, silver ring, etc).
Cost: 2 SP
Duration: One hour.
Spell: The caster gambles in making a shortcut, offering Jax an item with prayer over five minutes and flipping a coin. The offering will disperse into gold dust, forming a swirling golden portal before them which will remain there for up to one hour or until it is passed through. The caster or any Jax blessed may pass through this portal, but only one, and they may carry either an unplayed infant up to the age of five or an animal no larger than a dog. They will keep whatever they are wearing upon them. Upon passing through the portal, the coinflip will decide their location:
1 - They appear in a place they consider of comfort, or home.
2 - They appear in the Grand Cathedral.

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UNLUCKY STRIKE
Divine: Jax.
Tier: 3
Action: Reaction.
Cost: 2 SP
Duration: Immediate.
Spell: The caster attempts to curse their target with a wave of unfortunate timing. If the caster wins an opposed Soul+Determination check against the target, the target's next attack finds itself missing its mark, missing all vitals. Damage can still be inflicted, but if it’s an arrow for the head, it hits the arm. A stab for the torso skirts the side instead. The injury should be agreed upon by both parties but confirmed it is not a lethal blow. The effect only works for one attack.

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Elz

hmm
Staff member
Admin
Very Sweet
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- - -=][=- - -

THE
- O R A C L E -

Tier IV - The Oracle is a unique and gifted individual who has taken faith and worship and made it a core aspect of their being, people who truly inspire worship and are often trusted to speak the words of their Divine. At this point, they are often given either a second blessed Artifact, or an improvement on their old one with the addition of a Trinket, see more information { here }. Any sermon/event conducted is sure to be seen and witnessed (and granted a sign of such) providing you arrange it ahead of time with Divine Staff.
- - -


MAELSTROM
Divine: Jax.
Tier: 4
Action: Prayer.
Cost: 3 SP
Duration: Two rounds/20 seconds.
Spell: The caster calls upon the power of the seas, and providing there is a container of water nearby, wills it to become a maelstrom. A great flood of seawater will move around the caster for two rounds/20 seconds. This water will pick up individuals and displace them, making them unable to move forward but able to move backwards out of the radius. They'll be waterlogged and may cough up seawater. At the end of the spell duration, the water returns to the vessel it came from, but is now salted. Targets in range may roll Body+Evasion against the caster's AoE DC to avoid the wave, or Body+Might to power through it.
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PORT CALL
Divine: Jax.
Tier: 4
Action: Prayer, and the payment of a pouch of coin.
Cost: 3 SP
Duration: One voyage.
Spell: Upon paying a pouch of coin, the caster summons a trade vessel within ten minutes, announcing itself with an audible bell toll. With sails of golden thread and elaborate decoration, this vessel is of the highest quality and luxury. This vessel may be summoned upon any coast, including outside the wards, but it will only go towards a well known port. It is capable of carrying several tons of cargo and up to a maximum of ten individuals, and will move twice as fast as it ought regardless of the weather.
Note: This may also be a trade wagon pulled by two horses, carrying up to four individuals. The horses never tire, but it will also only go to a known marketplace or port.
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SWIFTNESS
Divine: Jax.
Tier: 4
Action: Prayer, and a coin flip, in which the coin vanishes before it can show its side.
Cost: 3 SP
Duration: Fifteen minutes.
Spell: The caster seeks Jax's fortune, flipping a coin to give themselves a moment of great swiftness. They may make one Evasion roll at advantage within the next fifteen minutes. Afterwards, their bodies will ache.
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BINDING CONTRACT II
Divine: Jax.
Tier: 4
Action: Prayer, the offering of something green and valuable.
Cost: 3 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. This can be as simple as an agreement to never harm another individual, or as grim as signing over their firstborn. There is no limit on this but the target should be capable of the ask, and must be willing to sign. Should this agreement or contract be broken in any way, the target disperses into a few flakes of gold dust and reforms before the caster before turning into solid gold with enough time to speak one sentence. They will die after one day of being made to suffer in a state of what they feel is drowning. The statue remains. Only three contracts may be active at any one time.

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Elz

hmm
Staff member
Admin
Very Sweet
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- - -=][=- - -

THE
- E X A L T E D -

Tier V - The Exalted is one person who had exceeded any and all expectations, and is expected to be the mortal representation of their Divine. Whilst this title can only be held by one person of the faith, they can be directly challenged for the position by any other T4 character of the same faith. You must create a conversation with Divine Staff if you try to challenge, and a Divine task will be set.

Upon the ascension to the position of Exalt, a sort of marking appears upon their temples or around their head. Akin to a crown, some individuals will have it make a circled around their heads, whilst others will see only the traces of it upon their temples. It can be as faint or as obvious as the player desires, and the specifics of the design are up to them, but must be thematic, such as antlers or silver vines for Theodra, golden flames or ornate designs for Ignis, or inky black spiderwebbing for Jishrim. These crown designs should be approved by Divine Staff and then added to your Divine Profile.

The Exalted also gain a custom aesthetic passive, to be agreed upon with Divine Staff.

- - -

Current Exalted; Eliss Olliran Mudpaw11

Past Exalted; Cymic Seymour Cymic_
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