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{Jishrim} Divine Spells

Elz

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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.
- - -

MADNESS I
Divine: Jishrim.
Tier: 1
Action: Prayer.
Cost: 1 SP
Duration: 10 minutes.
Spell: With a muttered breath a curse is cast in the name of Jishrim, and an area up to RP range is given a touch of madness (can be less if desired, up to whisper range for example). Any candles, lanterns, or torches in the area extinguish and sounds of skittering and laughter can be heard from multiple sources. The occasional illusory spider crawls upon people in the radius.
Targets may roll Soul+Determination against the caster's AoE DC to resist this effect.

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CURSED EFFIGY
Divine: Jishrim.
Tier: 1
Action: Prayer and Touch.
Cost: 0 SP
Duration: One week.
Spell: The caster creates a horrifying effigy of flesh and bone and places it to give off an aura of great unease. Those in RP chat radius will find themselves cursed with nightmares and restless sleep, and a growing sense of anxiety, panic, and swear that they can hear a heartbeat that they cannot place the location of. It will last up to one OOC week or until destroyed, though within a few days the effigy may begin to rot naturally with its own consequences. Only three may be active at any one time.

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NIGHTMARE
Divine: Jishrim.
Tier: 1
Action: Prayer, and the consumption of something related to the individual.
Cost: 1 SP
Duration: Three days.
Spell: The caster devours something that relates to an individual, be it hair or blood or even fabric, and focuses on a type of nightmare to curse them with for three days. It is not greatly detailed, but directed, and must be a nightmare. Examples would be ‘being chased through the woods by a wendigo with eight eyes’, ‘a loved one being dragged away by webbing and being unable to catch up’, etc. Can only be used every two weeks on the same individual.

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WEAVE
Divine: Jishrim.
Tier: 1
Action: Touch.
Cost: 0 SP
Duration: So long as they concentrate.
Spell: The caster is able to make web from their fingertips, able to spread it over surfaces as they like though it is no stronger than usual web and can be broken as such. Small items can be made out of it as if it were their own personal supply of yarn, such as baskets or small knitted dolls.
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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 }.
- - -
MADNESS II
Divine: Jishrim.
Tier: 2
Action: Prayer.
Cost: 1 SP
Duration: 30 minutes
Spell: The caster utters a prayer, and over 1 combat round/10 seconds an area within RP chat range buckles to madness. Any sources of light flicker wildly in intensity, from their original brightness to as dim to a candle's strength (the sun does not count). Windows temporarily become flesh barriers to block the light from outside that bleed if cut. Spiders and insects coat surfaces within the area, and will disperse into dust when the spell ends. Individuals within find themselves more inclined to erratic behaviour as their grasp on reality wavers, and the caster may pick a theme or focus for them to hallucinate minorly about.
Targets may roll Soul+Determination against the caster's AoE DC to resist this effect.

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SPIDER’S DEN
Divine: Jishrim.
Tier: 2
Action: Prayer, and the surrounding of the boundary in a string of yarn or web.
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 darken and become shrouded with masses of webbing. Any entering this areafeel creeping madness gnawing at their mind, hearing the voice of Jishrim as he torments them and gives flickering visions of what would distress them - Blessed of Jishrim will feel it to a much lesser degree. Spiders flock here, with large egg sacs hanging from cave ceilings or overhanging branches depending on the location cast. 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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INCITE
Divine: Jishrim.
Tier: 2
Action: Prayer.
Cost: 1 SP
Duration: Up to one hour.
Spell: The caster focuses on an area before them and with a constant low humming sound they coerce those in sight to feel a more violent and destructive urge. To riot against normality, to create chaos and leave suffering in their wake. The caster cannot direct who or what these urges are directed to, however, and so may even risk themselves in the act of casting it. Must keep a line of sight and maintain the humming for the duration, up to one hour. It will only work on those in the initial spell cast, those who join the area afterwards are not included and do not feel the effects.
Targets may roll Soul+Determination against the caster's AoE DC to resist this effect.

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MUTATE
Divine: Jishrim.
Tier: 2
Action: Prayer.
Cost: 1 SP
Duration: One hour.
Spell: The blessed takes on one of three mutations that give them minor benefits for the next hour, but only after consuming the required part. Only one may be active at any one time, these effects do not stack.
Fish - Upon devouring part of a fish, the caster gains gills along the sides of their neck, making it impossible to breath out of water but breathe perfectly fine underwater for the duration. For the next hour after this spell they will feel somewhat breathless, trying to catch their breath.
Bird - Upon devouring part of a bird, the caster gains larger eyes that can see more clearly, including night vision. For the next hour after this spell they will feel sensitive to light, prone to headaches if exposed to brightness.
Bat - Upon devouring part of a bat, the caster gains large pointed ears that permit them to hear as well as any elf. For the next hour after this spell their ears will ring slightly.

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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.]
- - -

TAINTED TRINKET
Divine: Jishrim.
Tier: 3
Action: Touch.
Cost: 2 SP
Duration: Permanent
Spell: The caster holds an item in both hands and curses it with the touch of Jishrim. This trinket will have a permanent effect upon it until it is destroyed or cleansed with intent by a blessed of any Divine of the same rank or above with holy water. How long it takes for effects to take hold or fade is up to the target(s) but cannot be instant nor exceed an hour. Up to three trinkets may be active at one time, but there can only be one effect on an item at most. Targets may roll Soul+Determination against the caster's AoE DC to resist this effect.
[ Prism ] - When worn, the target finds themselves seeing illusory scenes of great beauty around them, all colours seeming to blend into one another and make new ones. Violent, cruel, or acts aligned with Jishrim seem flipped morally, and more like good ideas. As an object, the same effects apply to all in a 10b radius.
[ Skittish ] - When worn, the target becomes twitchy and itchy, generally restless and convinced there's something crawling upon them to the point of hysteria. As an object, the same effects apply to all in a 10b radius.
[ Nightmare ] - When worn, the target finds all sleep is disturbed by nightmares of horrific things, bad memories, or things they fear most. When awake, they seem troubled, dark circles forming under the eyes and skin becoming a pale or sickly pallor. As an object, the same effects apply to all in a 10b radius.

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WEB WAY
Divine: Jishrim.
Tier: 3
Action: Constant prayer, with the wrapping of an opening in web.
Cost: 2 SP
Duration: One hour.
Spell: The caster prays or chants with the wrapping of an archway, doorway or general opening over five minutes with spiderweb made from [WEAVE]. For the next hour upon its completion, the caster or another blessed of Jishrim may jump through it, breaking the web but being transported elsewhere in the process. No one else can follow them in this way, but the result of where they go varies. An individual may take an unplayed infant up to the age of five or an animal no larger than a dog with them. Upon rolling a d3, you will get one of the following options:
1 - They appear in a friend's home, in their kitchen specifically.
2 - They appear in the wilderness, but it cannot be in woodland or forest.
3 - They appear in the nearest Jishrim shrine to them, including Storm's Landing cathedral.

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REPLACEMENT
Divine: Jishrim.
Tier: 3
Action: Prayer, and a limb to be prayed over in ritual.
Cost: 2 SP
Duration: One week.
Spell: The caster takes a fresh (removed within 24 hours) limb, and through ritual, fuses it to their own body where a limb is currently missing. This missing limb must be an arm or leg or a piece of them (foot, hand, finger, etc). This may be any limb including animal but it will be limited to the strength of how their original limb should be. After one week it will simply fall off, but be as fresh as it was when it was put on, and can be re-used.

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PHANTOM PAINS
Divine: Jishrim.
Tier: 3
Action: The devouring of something of a target.
Cost: 2 SP
Duration: One day.
Spell: The caster forms a connection with a target by devouring something of their person, up to one week old. Once this connection is made they will hold unlimited telepathy with them for rest of the day and be able to force laughter from their target twice per day. They will also be able to inflict up to three wounds upon them by harming themselves - though the wound for both themselves and their target is only felt and seen as real for thirty minutes before it fades, leaving no trace nor actual bloodloss. Wounds that would be fatal do not work nor apply (such as 'beheading' someone, etc. It should be one wound). If the target is unconscious or in a forced slumber (such as [ETERNAL SLUMBER]) the telepathy goes unheard and the pains unfelt. Targets may roll an opposed Soul+Determination against the caster to resist this effect.

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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.
- - -

SKINSHED
Divine: Jishrim.
Tier: 4
Action: Prayer.
Cost: 3 SP
Duration: Up to 8 hours.
Spell: The blessed sheds their skin over the duration of one turn in a grotesque and horrifying manner to emerge as a large spider (up to horse sized) instead, leaving their clothed human skin behind which disperses into ash as they reform (this means all their belongings are left where they shift). They are able, in this form, to scale walls and to bite individuals with fangs about three inches long, which secrete a sort of mild toxin (which cannot be harvested for use outside of this instance). Whilst the target will not become entirely paralysed they will become more sluggish, drained, and weak over a period of five minutes, focused on the limb/area where they were bitten. They are capable of basic telepathy with those in RP range, but if they do so, they chitter and click as if their spider form is speaking. They must weave themselves a cocoon and re-hatch in order to return to their human form by the end of the eight hours. They can cast [Weave] freely up to 8 times in this form, but can hear and seemingly communicate with other arachnids in a flavourful manner.
Note: Any injuries sustained in spider form will be inflicted upon their normal body upon returning to it. If on one of the eight legs, it is on one of your two, etc.

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NURSE SPIDER
Divine: Jishrim.
Tier: 4
Action: Prayer, and the placement of a simple basket.
Cost: 3 SP
Duration: Permanent
Spell: The blessed summons a sort of tarantula about the size of a horse. It can be assigned to a single house-hold to the care of its young. Tending to changing the clothes of babies or children, feeding them and protecting them as if they were its own. It will protect the children it has been assigned to with its own life and ability and has fangs that secrete a mild toxin that will make the target feel more sluggish, drained and weak after a period of five minutes. Children, regardless of who it is assigned to, may communicate with it and they feel the comforting presence of a mother-figure in their midst. Nurse spiders have the equivalent of three successes in all contested actions (i.e you need to beat 3 to beat it) but the caster must focus on this personally and cannot also partake in combat during this time. Nurse spiders will always prioritize escaping with the child/children over fighting if possible.
Note: Up to three spiders may be active at any one time, but they cannot inhabit the same locations nor interact with one another.

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INTO THE VOID
Divine: Jishrim.
Tier: 4
Action: A prayer uttered as they smear blood upon the boundaries.
Cost: 3 SP
Duration: One day.
Spell: The caster marks an archway, doorway, or general opening similar in size with blood. This entrance becomes a dark void that only those who follow Jishrim may enter through, leading to a place of his domain. This domain is safe for occasional meetings, but it will wear upon the sanity of those present the longer they are inside it, with only T4 or Exalted being able to tolerate it for up to one whole day. Unranked members will manage at most five minutes before they take to growing mad or crazed, and whilst these effects are permanent they can be as subtle or not at player discretion. Those within can leave through another archway, but if used to escape imprisonment or from a chase they will be denied access and then be unable to use it for a week. Only works from one Jishrim shrine to another.
Note: Unplayed children 5 or less can be taken inside with no or minimal penalties.

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SACRIFICIAL SHARD
Divine: Jishrim.
Tier: 4
Action: Prayer and ritual with the offering of a cup of blood from a sentient being.
Cost: 3 SP.
Duration: Permanent until used.
Spell: The blessed offers blood to Jishrim with a ritual and prayer, and in return he forms a shard of red crystal to protect them. So long as this shard is kept close, such as upon a necklace, the next fatal wound will not kill them. Instead, they disperse into insects and reform eight blocks away (providing the area is within line of sight), the shard shattering upon use as blood once more. For the next round/10 seconds the caster must re-collect their thoughts and cannot immediately cast a spell. Only one may be active at a 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; Cassandra Glade Kakers

Past Exalted; Bok'ra Retro
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