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{Korog} 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.
- - -
SURGE
Divine: Korog.
Tier: 1
Action: Touch.
Cost: 1 SP
Duration: 30 minutes.
Spell: The caster rests both hands upon the ground, and wills a section of terrain to surge upwards before them. This terrain can be of any natural land, even sand or dirt, holding its form for the duration before it settles to where it was. It may be two blocks high and two wide, or three wide and one high, always 1-2 blocks ahead of the caster. It is as strong as any stone wall would be for the duration.

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RAM'S GUIDANCE
Divine: Korog.
Tier: 1
Action: Prayer and the offering of something metallic.
Cost: 0 SP
Duration: 5 minutes to cast, hour long duration.
Spell: The caster offers something metallic to Korog with a prayer, and the item shifts into a ram of bronze metal the size of its real life equivalent. This ram follows the caster for the duration at a maximum of walking speed, but can reliably haul up to 200lbs. Its eyes glow as bright as torchlight, illuminating the way. It can walk beside the caster or behind, but will never go on ahead. This Ram will not attack anything even if it itself is attacked, and it will hunker down protectively if the caster stops walking or it will continue to follow despite attacks to its form, it being the equivalent of a walking bronze statue. It can be destroyed by significant force, in which is disperses into bronze dust. Only one may be active at a time, and the previous cast fades if it is recast.

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AUTOMATION
Divine: Korog.
Tier: 1
Action: Prayer and Touch.
Cost: 0 SP
Duration: One day.
Spell: The caster blesses something to give it a sense of automation, either by following basic commands or motions or doing it continuously. The choices are as follows (though you can send in a ticket to Divine Staff if it is not listed):
Hinges - They may make a door or chest open or close automatically when someone walks towards it or when they say a key word ('open', 'korog' etc), by blessing the hinges.
Utensil/Tool - They may will a tool or utensil to work on its own without their hand, such as spoons for stirring or saws for cutting. Must remain in a container or on a work surface, and must be activated and de-activated with key words.
Bellows/Fan - They may will bellows to work as required with a key word or as needed, as well as having an item move in constant motions to create a soft breeze, like a fan.

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UNBREAKING
Divine: Korog.
Tier: 1
Action: Prayer and Touch.
Cost: 1 SP
Duration: One hour per point of Soul
Spell: The caster blesses any one piece of crafted equipment for the duration and renders it unbreakable by any force. It glimmers metallic hues, any arrow impacting it will not manage to pierce it. Only up to three pieces may be blessed at any one time. The effect fades after the duration.

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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 }.
- - -

SUMMON CRAFT
Divine: Korog.
Tier: 2
Action: Prayer, and an offering to Korog.
Cost: 1 SP
Duration: Permanent.
Spell: The caster offers an item to Korog (ideally a crafted piece or carving for example) and upon prayer, watches the offering shift into one of two forms over the span of ten minutes.
Boat - A rowboat that fits four people forms itself, including two oars. It is carved along both sides with imagery and runes of Korog.
Cart - A cart that can fit four people or up to 1,000lbs in weight forms itself, though does not include something to haul it. It is carved along the sides with imagery and runes of Korog.
Note: The cart can be pulled by the Ram in T1, but it remains walking pace and cannot be carrying anything as it hauls.

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CRAFTING STATION
Divine: Korog.
Tier: 2
Action: Prayer and touch for 30 minutes.
Cost: 1 SP
Duration: Permanent, until another location is created.
Spell: With a kneel and verbal prayer, over half an hour the Blessed wills an area of land over a 15 block radius to expose stone and glimmers of ore, shedding the surface terrain such as dirt or sand. This area will make those in its radius feel calm and collected, optionally creative. Within the area, generic equipment (forge, anvil, tanning rack, working table, etc.) and tools (hammers, chisels, etc.) used for crafting will form. Whilst anything crafted here can be removed, anything that originated from the spell (ie the anvil) cannot be taken outside of the bounds. 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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IMBUE GEM
Divine: Korog.
Tier: 2
Action: Prayer and touch.
Cost: 1 SP
Duration: Permanent
Spell: The caster refines a gemstone of any size up to the size of a fist, and blesses it with the power of Korog. The gemstone will glow softly up to the strength of a candle, in the colour of the gemstone itself, and can optionally take on one quality from the list below. If on a HollowCrafting item, add to the description.
Beacon - The gem can be willed to glow as strong as a torchlight, and is pleasantly warm to the touch at all times.
Resist - The gem grants a minor resistance to heat, allowing individuals to feel comfortable in the desert or beside forges for example.
Bitter - The gem becomes ice cold to the touch, and radiates cool air in a radius of ten blocks of itself to a comfortable level but not freezing.

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UNMOVING
Divine: Korog.
Tier: 2
Action: Prayer and touch.
Cost: 1 SP
Duration: One hour.
Spell: The caster blesses any shield or shield equivalent (doors, chairs, items you use to block) for the duration and renders it unmoveable providing it is held in hand. It can withstand great force but anything considered ‘extreme’ will move it and break the spell, example; Giants. Only up to three shields can be blessed at any one time. The effect fades after one hour. Mortals may make a Body+Might check at disadvantage against the caster's Soul+Might to move the object.

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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.]
- - -

STEELSKIN
Divine: Korog.
Tier: 3
Action: Touch.
Cost: 2 SP
Duration: Thirty minutes per point of Soul.
Spell: The caster blesses either themselves or another with extra protection. Their skin takes on a metallic appearance over the course of two rounds, either bronze or steel in hue, and becomes as resilient as steel plate for the duration. This can't be applied to anyone wearing more than a mundane gambeson and chain as armor. Only one individual may have this active upon them at any one time.

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SCULPT
Divine: Korog.
Tier: 3
Action: Prayer and the continued touch of the nearby area for ten minutes.
Cost: 2 SP
Duration: Permanent.
Spell: The caster is able to slowly will natural material to move and take the desired shape in their minds eye in a radius of fifteen blocks around them over the span of ten minutes. This is ideal for carving staircases, pathways, small walls, pillars, statues, and so on. It is permanent upon casting but moves slowly enough it can be used to lift people upward, leaving behind a large pillar.

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HELPING HAND
Divine: Korog.
Tier: 3
Action: Prayer and the offering of a significant craft which will crumble away upon the spell cast.
Cost: 2 SP
Duration: Permanent.
Spell: The crafter forges a golem of either dwarf or human size proportions, and instills in it a heart of Korog's energy. With intent, these golems can be given to a new 'owner', and their owners are able to give them basic tasks. These tasks are simple, such as taking items from A to B, lifting up to 500lbs. They are capable of moving at a slow jog at most, and will not engage in combat though will move in the direction of their owners no matter the distance if threatened. They will melt into the ground and leave a sooty mark if their heart is pierced. Up to three may be active at one time.
Additionally, they may be imbued with one quirk from the following:
[ Gust ] Upon standing still for at least 30 minutes, they create a swirling wind around them up to a radius of 10b. This can be a warm or cold breeze at discretion of the owner, drying clothes within ten minutes or keeping creatures up to the size of the average dog repelled.
[ Pillar ] Upon standing still for at least 30 minutes, they provide a radius where no natural material can enter, such as collapsing tunnels or mudslides. It gives off the light of a campfire in this time.

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RUNIC ARCHWAY
Divine: Korog.
Tier: 3
Action: Prayer and the careful etching of runes.
Cost: 2 SP
Duration: Permanent until destroyed.
Spell: The caster carves runes into any archway, imbuing it with some of their divine power. These runes line the inside of the archway, and if anything living passes through it, it sounds a loud series of metallic sounds audible in yell radius for the next minute. The caster will feel the presence of them, able to sense if they are a known friend or foe. It will also inform them to if they are mortal, or not, but the actual identity is not known. If all the runes are broken/carved through, it deactivates.

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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.
- - -


SUNDER
Divine: Korog.
Tier: 4
Action: Prayer and the contact of a crafted item hitting the surface with force.
Cost: 3 SP
Duration: Two rounds/20 seconds.
Spell: The caster swings a hammer or other craft down to the ground with force, creating small fissures through the ground from the point of contact and sending a shockwave through a 10b radius. All within this radius are temporarily disrupted and unbalanced for two rounds/20 seconds, additionally being unable to cast spells of a divine or arcane variety for that time. Even passives briefly flicker if they are not physical changes. The sound of the swing will be audible in yell chat, and will make ears ring slightly. At DM (for events) and player discretion, this spell is enough to make foes tumble entirely.
Note: The caster will be stationary for the duration but are able to cast and they and not unbalanced.

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CONSTRUCT OF KOROG
Divine: Korog.
Tier: 4
Action: Prayer over a crafted golem.
Cost: 3 SP
Duration: Permanent.
Spell: The caster creates a golem out of natural material than can be any size and design up to a maximum of ten feet in height and five in width. Upon animating it, a swirling glow forms in the middle of the chest as a core is made there, which if destroyed is the only way to destroy the golem. It will move at the average walking pace, and be able to lift up to 1500lbs. Its core can be willed to be as bright as a campfire or as dim as a candle at the creator's discretion. This construct will only take orders from the blessed who made it, but this can involve staying put and doing basic tasks for another. Should violent foes approach it can be ordered to remove them from the area, attempting to shove or throw them out the way with contested rolls needing three or more successes, but this will demand the focus of the blessed and so they must be in sight but focused (you cannot fight as the construct and a character at the same time).
Note: Only two may be active at any one time, and they cannot be near one another/interact with one another.

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DIVINE CORE
Divine: Korog.
Tier: 4
Action: Prayer and the construction of a perfect craft as detailed below, taking at least one OOC day to create.
Cost: 3 SP
Duration: Permanent, until destroyed.
Spell: The caster finds they have an innate understanding of how to craft an item that has great potential. A perfectly crafted octahedron, a masterful piece of geometric shapes and laden with detailed Horgaahn rune carving, made of an almost unbreakable material (only extreme force would buckle it). Upon its completion, the caster imbues divine energy into it, causing the runes to glow golden. Inside, a ball of golden energy forms, that disperses in an explosion if the shell is destroyed (DM discretion for this one). All cores are capable of all effects but only one may be active at a time, intricate dials able to be used to change the effect, intensity, and if they're on or off.
Freeze - The core can be adjusted to keep an area up to the size of the average basement at a near freezing temperature, or a just below freeing temperature.
Heat - The core can be adjusted to comfortably warm larger rooms or pools of water, or boil smaller containers of it (such as a cauldron).
Automate - The core can be adjusted to automate things within 10b of itself, such as the grinding of flour mills, the movement of bellows and fans, and the furling and unfurling of sails.
Connection - The core can be adjusted to match up with another in existance, and permit words to be spoken through one and heard through the other if that one is also set to 'Connection'. Only audible if the words spoken are said within a 5b radius of the core. Can link to a total of 2 cores permitting for 3 individuals to talk.

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EVERLASTING
Divine: Korog.
Tier: 4
Action: Prayer and Touch.
Cost: 3 SP
Duration: Permanent, until Korog deems it otherwise.
Spell: The caster holds a piece of craft for five minutes and renders it unbreakable by any force bar a divine one, with intricate glowing runes of Horghaan appearing upon it at player discretion. This craft must be able to be worn or held by another, and only one item may be on one person at a time, for example a breastplate, a hammer, etc. This effect is permanent unless revoked by Korog himself or the caster wills it to be so. Up to five pieces of craft may have Everlasting upon them 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; Thordil Barumur Jazzper

Past Exalted; N/A
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