Mudpaw11
Patron
+ "Let's keep life interesting shall we?" +
Minecraft name: Mudpaw11
Character name: Eliss 'Cuttingthorne'
Link to normal character profile: {X}
Patron: Jax
Overall Tier: Tier V - The Exalt
Spell Points: 9SP per day
- - - + - - -
__________________________________________
+ TIER ONE +
__________________________________________
WITHIN REACH I
Tier: 1
Action: Prayer.
Cost: 1SP
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.
Current Item Stored: Longbow
FORTUNE'S COMPANY
Tier: 1
Action: Prayer.
Cost: 2SP
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.
UNLUCKY
Tier: 1
Action: Prayer and the payment of one golden coin that disperses upon the cast.
Cost: 2SP
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:
[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.
BINDING CONTRACT I
Tier: 1
Action: Prayer.
Cost: 1SP
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.
__________________________________________
+ TIER TWO +
__________________________________________
FORTUNE’S FAVOUR
Tier: 2
Action: Muttered prayer and the offering of a golden coin, which vanishes when the spell is cast.
Cost: 2SP
Duration: 30 minutes.
Spell: In any scenario where luck has a part to play, the caster 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.
THE TRADING POST
Tier: 2
Action: Prayer and touch for 30 minutes.
Cost: 3SP.
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).
TIDES OF FORTUNE
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: 3SP
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.)
WITHIN REACH II
Tier: 2
Action: Prayer.
Cost: 2SP 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.
Current Stored Item: Glimpse
__________________________________________
+ TIER THREE +
__________________________________________
LUCKY THROW
Divine: Jax.
Tier: 3
Action: Touch.
Cost: 3SP
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 (by hand) it is more likely to hit its mark. This can be at DM discretion or rolling with advantage, or if the target wants to take the hit they're free to. The effects lasts for three throws before the item returns to normal, or the duration passes.
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: 4SP
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.
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: 4SP
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.
UNLUCKY STRIKE
Divine: Jax.
Tier: 3
Action: Prayer.
Cost: 3SP
Duration: One hour.
Spell: The caster curses their target with a wave of unfortunate timing, and their 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 fatal injury, or up to one hour (or end of combat if it is being hard timing).
+ TIER ONE +
__________________________________________
WITHIN REACH I
Tier: 1
Action: Prayer.
Cost: 1SP
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.
Current Item Stored: Longbow
FORTUNE'S COMPANY
Tier: 1
Action: Prayer.
Cost: 2SP
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.
UNLUCKY
Tier: 1
Action: Prayer and the payment of one golden coin that disperses upon the cast.
Cost: 2SP
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:
[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.
BINDING CONTRACT I
Tier: 1
Action: Prayer.
Cost: 1SP
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.
__________________________________________
+ TIER TWO +
__________________________________________
FORTUNE’S FAVOUR
Tier: 2
Action: Muttered prayer and the offering of a golden coin, which vanishes when the spell is cast.
Cost: 2SP
Duration: 30 minutes.
Spell: In any scenario where luck has a part to play, the caster 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.
THE TRADING POST
Tier: 2
Action: Prayer and touch for 30 minutes.
Cost: 3SP.
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).
TIDES OF FORTUNE
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: 3SP
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.)
WITHIN REACH II
Tier: 2
Action: Prayer.
Cost: 2SP 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.
Current Stored Item: Glimpse
__________________________________________
+ TIER THREE +
__________________________________________
LUCKY THROW
Divine: Jax.
Tier: 3
Action: Touch.
Cost: 3SP
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 (by hand) it is more likely to hit its mark. This can be at DM discretion or rolling with advantage, or if the target wants to take the hit they're free to. The effects lasts for three throws before the item returns to normal, or the duration passes.
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: 4SP
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.
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: 4SP
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.
UNLUCKY STRIKE
Divine: Jax.
Tier: 3
Action: Prayer.
Cost: 3SP
Duration: One hour.
Spell: The caster curses their target with a wave of unfortunate timing, and their 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 fatal injury, or up to one hour (or end of combat if it is being hard timing).
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:
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 (4)
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.
VISION (3)
Action: Prayer and touch of the target.
Cost: 1SP
Duration: One minute.
Spell: The caster wills the vague imagery of something themed to their own divine into the minds eye of another. This may be blinked away or shaken off if considered too disturbing, but is more akin to an unwanted thought or brief daydream than a forced visual.
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 ]
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 the name and face of the target they commune with.
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.
FEAST OF THE GODS (1)
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, 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.
+ TIER FOUR +
__________________________________________
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.
__________________________________________
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.
__________________________________________
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.
__________________________________________
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.
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 (4)
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.
VISION (3)
Action: Prayer and touch of the target.
Cost: 1SP
Duration: One minute.
Spell: The caster wills the vague imagery of something themed to their own divine into the minds eye of another. This may be blinked away or shaken off if considered too disturbing, but is more akin to an unwanted thought or brief daydream than a forced visual.
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 ]
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 the name and face of the target they commune with.
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.
FEAST OF THE GODS (1)
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.
BAPTISMJax; 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.
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.
__________________________________________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.
+ TIER FOUR +
__________________________________________
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.
__________________________________________
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.
__________________________________________
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.
__________________________________________
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.
+ Divine Artifacts/Trinkets +
[Art by Elz]
Name: Glimpse
Description: A glass eye that functions as any normal eye would, with an iris of shifting golden hues.
Passive: The attuned can somewhat discern the emotions of those in sight, through a subtle coloured aura around their person. A silver glow means they are content, a dull grey indicates they are downcast, while a gold one indicates they are in high spirits. The source and specifics of the emotions are unknown to the blessed.
[Ability - Scope]: After closing their other eye, the attuned is able to focus their vision alike a spyglass, seeing details and movement from afar. They cannot run whilst doing this, or they get disoriented; the attuned also cannot see through hazards any clearer than before (e.g. murky water, fog.) At a DM's discretion, this can allow for advantage on Awareness rolls.
NAME: Fools Gold
DESCRIPTION: A pair of golden ring earrings
PASSIVE: Those within 5 blocks of the user feel themselves a bit more confident in themselves, more comfortable taking risks, any self-doubt in their abilities is far from the forefront of their mind.
[ABILITY - COPY CAT]: Once per day, the attuned can summon a copy of themselves that lasts for 2 hrs OOC. The copy will look identical to the original with the exception of having golden eyes. Any items copied over are illusions, unable to be touched by creatures. While summoned the copy can manipulate small/light objects and will mirror the users actions lest the user takes control. When control is taken the user will possess the copy with their original form falling into a sleep like state. The copy is physically weak, and unable to be used for any type of combat. Should the copy be attacked with great force it will disperse and the user will reawaken to a strong phantom pain from the injury.
ATTUNED TO: Eliss Cuttingthorne Mudpaw11
Name: Blackened Bone
Description: A blackened bone, the femur of a human to be specific. It is lined with cracks and marks of green.
Effect: Once per day, the holder may focus on an individual within ten blocks of them providing the bone is on their person, and will its dark magics upon them. The afflicted will suffer a nosebleed, then their eyes will bleed as if they cry tears of crimson, and then they'll cough up blood as they feel the sensation of drowning in it. It will not kill them, and this will happen over the span of five minutes and stop abruptly at the end of the duration. It is not enough to render them unable to fight back or defend themselves.
Name: Essence of Archon
DESCRIPTION: A small feather that can sit in the palm of a hand, coloured pure white but always shifting with flickers and streaks of teal hues. It leaves a faint glowing trail through the air when moved, and can be willed to dim entirely or emit teal light at the strength of a candle.
EFFECT: Those clutching the feather may find their positive emotions heightened and that they are more prone to caring about things that were once considered 'beneath' them or too small to care for which can bring them moments of great joy.
NAME: Fractured Gold
DESCRIPTION: A chestplate of dark steel that holds a red sheen. It is adorned with exceptional detailing, a strange mix of skulls and death on the lower half whilst the upper seems to be the surface of the sea, a kraken devouring a ship and its crew. Veins of gold can be seen throughout the craft.
EFFECT: Upon holding it for one minute, the chestplate shifts and warps in size to be able to fit perfectly upon any who hold it. Flowers within 3b of it will become dull and decay, restoring once out of range. It holds the properties of refined steel.
+ Spellbound Artifacts +
Name: Lucky Edge
Description: A longsword fashioned of quality steel, with an ability granted to the attuned that allows them to shape the tool to Luck's desire.
Effect: Once per day, the attuned is required to roll a dice to dictate the blade's shape for that given day. Once per day, the attuned is granted the ability to re-roll once, provided that the situation is based in luck and not in combat. DM discretion is practiced given this artifact, and all measurements of time apply to OOC days.
1-2: Lucky Edge thins drastically, becoming a rapier within the attuned's hands. The weapon is balanced very well, with a point sharpened and prepared for combat.
3-4: Lucky Edge takes the shape of a mundane steel longsword, with a hilt bound in exquisite leather.
5-6: Lucky Edge shrinks downward, taking on the form of a capable shortsword. The hilt sits comfortably in the hand of the attuned, and its steel is of quality.
- - - + - - -
+ Passives(s) or Sustained Effects +
+ Aesthetic +
+ 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
+ Clothing they wear changes slightly to become somewhat more thematic, be it buttons and thread becoming golden or a ragged coat appearing as a coat of fine quality. Should these clothes be removed, they will appear as they always were, reverting back. Armor may appear more ostentatious; polished to a gleam or with gilt edges.
+ Sections of their hair take on a golden/silver color, including facial hair, and they gain the ability to will it into any hair style that works for them (including pinning/tying it back).
+ Golden speckles, shimmers, or coins appear either at will around them or under certain circumstances, such as in times of heightened emotions, adrenaline, or spellcasting.
+ Quirks +
+ They find they can see underwater with no sting to the eyes and no blurriness to the vision.
+ They are able to breathe underwater as if it were air, and seem to be good swimmers.
+ They are able to summon a set of dice or cards from the air, with them vanishing when no longer in use/the game is over.
+ 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.
+ Universal +
+ Providence
+ Blessed Form [Awareness]
+ Martyr
+ Aethersight
+ Other +
Curses: None
Curse of the Drowned: He has a twisted unrecognizable reflection in any surface he gazes upon. He has an uneasy fear of the sea, and finds that if he enters it, the tides and currents work against him and he is at a greater risk of drowning. In fact, he feels like he has the memory of drowning, and it terrifies him, but it is just unclear enough he cannot focus on it.
Vyrism: Fledgling -> Consumed, Greyline, Lover
Vyrism: Fledgling -> Consumed, Greyline, Lover
- - - + - - -
+ Current Divine Status +
Exploring what the future has in store...
The tides will drag a man down into it's lightless embrace, but the winds will carry him home
[Oath of the Unbond]
An oath made by Eliss that he will never limit himself to one group in a very 'allegiance to none, ally to many' fashion. While he's allowed to be loyal to someone his loyalty will always be held in his hands, not tethered to anything else.
As a small...note. Eliss speaks of mortal systems and powers, not Gods and stuff- he's loyal to Jax but that's, considered as a different level of loyalty for him greater than followers of a king.
Kneeling before a shrine, below a humble tailor shop, a moor would speak these words.
“-May the Pantheon be my witness as I make this promise. Truth be told, S’not the first time I’ve asked something of you like this Jax. Safety, luck….mone- The point is! This time I’m not asking for something. Instead, I, Eliss Cuttingthorne Naudax, wish to make a promise in your name."
"From now til my death- and let’s be honest that probably won’t stop me- I vow to never be bound to another’s system. Be it a Kingdom, an Empire, a Leader. I vow to never swear unconditional allegiance beneath any. To bind yourself to one is to lock yourself away from the opportunities of another. So here and now I swear to you that my choices and loyalty will never be out of my control, never stagnant."
"I thank you for the shite you’ve dragged me out of and will do my bloody damndest to make sure you don’t regret taking your chances on me, Gambler.”
And with that he’d rise, though not before quickly adding.
“-But between us can we make any future wedding vows an’ exception to ‘at? Because I frankly would rather not be smited if ‘at day comes because of technicalities”
“-May the Pantheon be my witness as I make this promise. Truth be told, S’not the first time I’ve asked something of you like this Jax. Safety, luck….mone- The point is! This time I’m not asking for something. Instead, I, Eliss Cuttingthorne Naudax, wish to make a promise in your name."
"From now til my death- and let’s be honest that probably won’t stop me- I vow to never be bound to another’s system. Be it a Kingdom, an Empire, a Leader. I vow to never swear unconditional allegiance beneath any. To bind yourself to one is to lock yourself away from the opportunities of another. So here and now I swear to you that my choices and loyalty will never be out of my control, never stagnant."
"I thank you for the shite you’ve dragged me out of and will do my bloody damndest to make sure you don’t regret taking your chances on me, Gambler.”
And with that he’d rise, though not before quickly adding.
“-But between us can we make any future wedding vows an’ exception to ‘at? Because I frankly would rather not be smited if ‘at day comes because of technicalities”
- - - + - - -
Last edited: