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{Shalherana} Divine Spells

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Artwork by Pablo Olivera
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Tier I { x }
Tier II { x }
Tier III { x }
Tier IIII { x }
Tier V { x }


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THE
- B L E S S E D -

Tier I | (Three SP) - 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.
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HEALING HAND I
Divine: Shalherana.
Tier: 1
Action: Prayer and Touch - Continued holding of the wound for five minutes.
Cost: 2SP
Duration: Permanent.
Spell: The caster is able to hold their hands over any shallow wound and seal it closed. The area will remain sensitive, and will re-open if the area is pulled in some way. Once healed, it leaves a small white scar behind. The caster must keep their hand upon it until the spell concludes.
Note: This spell does not cleanse the wound. That must be done separately.
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GROWTH
Divine: Shalherana.
Tier: 1
Action: Prayer.
Cost: 1SP
Duration: Permanent.
Spell: The caster takes a seed, blessing it with a soft prayer, and upon being planted grows it at a faster rate in any condition, the plant sustaining itself in hot or cold environments even if it would not usually grow there. Plants grown as a result of this spell will be healthy and provide fruits or flowers as if they were in the perfect habitat, though will not survive if they are uprooted. There are different rates of growth depending on the size:
Small - One OOC hour. This is for any flower or plant smaller than those described in the 'Medium' definition.
Medium - One OOC day for full growth. This is the average great fern or fruit bearing bush, including sections of grapes on vines or so on.
Large - One OOC week for full growth. This is the size of the average tree, those bearing fruits for example. Ask Divine Staff about growing something larger.
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SHIELD OF THORNS

Divine: Shalherana.
Tier: 1
Action: Prayer and the brief touching of the ground.
Cost: 1 SP
Duration: 30 minutes.
Spell: The caster wills a section of thorny vines to grow from the ground to protect them or another, like a shield that lashes out up to two blocks in any direction of it, at any who come too close. It inflicts scratches and light wounds from irritating thorns and only works on those who are feeling hurtful or violent. Can be cut down or burnt. They crumble away after the spell duration.
Note: The section of vines takes up one block, but is able to reach any in two blocks of it, any direction.
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PEACE OF MIND
Divine: Shalherana.
Tier: 1
Action: Prayer.
Cost: 2 SP
Duration: 15 minutes.
Spell: The caster wills an area of a ten block radius into a peaceful calm, quelling any violence unless it is considered murderous extremes. The area gains a soft breeze and a comforting presence.

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Elz

hmm
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- - -=][=- - -

THE
- S A C R E D -

Tier II | (Five SP) - 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 }.
- - -

HEALING HAND II
Divine: Shalherana.
Tier: 2
Action: Prayer and Touch - Continued holding of the wound for five minutes.
Cost: 3SP
Duration: Permanent.
Spell: The caster places their hands over any deep wound and wills it closed, stitches of pure white thread moving through the skin to close it with the same sensation as needle and thread. The wound seals over, but these stitches can be pulled and the area remains sensitive as it heals in full over the next few days. Once it heals, it leaves a white scar behind, the stitches naturally fading away over time. This rank of the spell also cleanses the wound.
Note: This can be used over burns the size of a hand or less, stitching over the area to protect it and heal accordingly.

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SOOTHE
Divine: Shalherana.
Tier: 2
Action: Touch.
Cost: 2SP
Duration: One hour.
Spell: The caster holds their hand over the heart of their target, and soothes all pain felt to a dull ache. The target becomes drowsy and a little hazy, too tired to fight or do much actively, though is capable of speech. They feel somewhat pleasant and content but not fully cognizant similar to the effects of morphine. The pain slowly returns if applicable after the hour duration. Cannot be used in combat.

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TRANQUIL SHADE
Divine: Shalherana.
Tier: 2
Action: Prayer and touch for 30 minutes.
Cost: 3SP
Duration: Permanent, until another location is created.
Spell: With a kneel and verbal prayer, over half an hour the blessed wills a grove to form in a 15 block radius. It will become a grove of nature and plant life with a birch tree of Shalherana, bearing fruit or flowers suitable to the local climate. Those within the area feel calmed by nature and safe, any hostile animals (bestiary creatures such as Wendigos are at DM discretion) in the area leaving them alone as they rest. Pleasant creatures such as birds linger near the tree often. 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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GARDEN OF VINES
Divine: Shalherana.
Tier: 2
Action: Prayer & Touch
Cost: 2SP
Duration: 10 second growth time, one minute effect.
Spell: The caster puts forth their hand to touch a stone, wooden or earthen surface. In a 4x4space, with the touch point of the casting process as the epicentre, a circle of living vines emerges. These vines protect the user and their perceived allies up to a distance of two blocks, lashing out akin to a whip against foes. Susceptible to fire and cutting. If the caster leaves the inside of the circle the spell ends prematurely.

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- - -=][=- - -

THE
- P R O P H E T -

Tier III | (Seven SP) - 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 uphold 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.]
- - -

SAVING GRACE
Divine: Shalherana.
Tier: 3
Action: Prayer and maintained touch of 30 seconds at the wound.
Cost: 4 SP
Duration: 30 second cast time, permanent effect.
Spell: Upon a soft prayer, the caster holds their hands firmly over the area that requires urgent healing, and a soft light forms over 30 seconds. This light will enter any fatal/severe wound to begin to repair it from within, including damage to internal organs if there is a direct route (such as an entry wound). The focus of healing is on the insides, which feel akin to being knitted together and can be quite painful, but once the light begins bleeding stops and infection is cleansed. Once the spell is complete (taking about five minutes), a neatly stitched surface wound of white thread forms over the area and the light fades. This surface wound can be opened if the recipient pulls the stitches, but otherwise it will heal completely and the stitches fade over 3 OOC days, leaving behind a simple white/normal scar. This spell does not replace lost blood, but broken or fractured bones can be repaired if there is access for the light to reach them, much the same process as damaged innards.

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LIFEBLOOD
Divine: Shalherana.
Tier: 3
Action: Prayer & Touch.
Cost: 3 SP
Duration: Five minutes to cast, permanent effect.
Spell: The caster prays over a vessel of water amounting to at least one pint, and over the span of five minutes it begins to glow and shimmer, cleansed of all impurities. Upon cutting one of their own palms, they may hold this over an open wound on a target, and blood around the area seeps back into the skin as the spell takes hold. Over the duration of ten minutes per unit of blood required, the caster can hold their other hand in the glowing water to effectively funnel it through their own body and into the target to restore bloodloss. The blood automatically matches the target upon entering their body, and both caster and target will feel somewhat lightheaded and sluggish for the next hour. The water, if unused, will return to normal within a day though holds nothing special if drank other than tasting refreshing.

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ETERNAL SLUMBER
Divine: Shalherana.
Tier: 3
Action: Touch for one minute.
Cost: 4 SP
Duration: As long as required.
Spell: The caster rests their hands upon the chest of their target, and with a sense of growing peace and calm the target becomes tired enough they fall asleep. Once in this sleep they are unable to wake from it, falling into a sort of stasis that preserves the body exactly how it was when the spell took place (the end of the minute duration), with open wounds no longer bleeding and sickness no longer spreading. They do not appear to breathe, have no pulse, but seem to be in a peaceful sleep all the same. They can be kept in this state for up to one OOC week at most, being woken by the caster or any higher tier blessed of the same faith by placing a hand upon their head and willing them to stir. Cannot be used in combat, the target must be somewhat willing (stubborn patients are fine, someone fleeing from you is not). Wounds can be healed on the target, and blood restored.

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NATURE'S SHIELD
Divine: Shalherana.
Tier: 3
Action: Brief prayer.
Cost: 3 SP
Duration: One hour.
Spell: The caster prepares a spell ahead of time, to be able to use it instantly at any point within the next hour of casting it. At will the blessed may bring up their hands to an incoming blow and protect themselves and those up to three blocks either side of them with a shield of holy light to deflect up to three attacks from another individual. Cannot be grasped through, it remains in place until it is hit three times or the caster lowers their hands. Does not work on things of extreme force, such as cannon fire, toppling buildings, or giant entities.

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Elz

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- - -=][=- - -

THE
- O R A C L E -

Tier IV | (Nine SP) - 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.
- - -

BANE OF THE WICKED
Divine: Shalherana.
Tier: 4
Action: Prayer and Touch.
Cost: 4 SP
Duration: One week.
Spell: The caster prays for vengeance and grabs a target to force them to realise their sins as a tangible sensation. The flesh where the grip was made reddens and burns for the spell duration like a painful rash, even if the grip was made over armour. For the week duration or until the death of either party, the caster will feel a pang in their chest alerting them to the vague presence of their target if they enter yell radius. The target will also suffer from various visions of their misdeeds and be denied the simple pleasures of life, unable to keep warm, unable to taste food or drink, the colours around them becoming greyscale. Plant life has the sting of nettles if they touch it, and any animals feel threatened and are more likely to avoid or attack them.

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PURIFICATION
Divine: Shalherana.
Tier: 4
Action: Prayer, and maintained touch for 30 minutes.
Cost: 4 SP
Duration: 30 minutes.
Spell: The caster, through ritual, forces any and all sickness from their target over thirty IC minutes. This can be any disease or affliction, be it mundane or magical, including things such as Skraag’s Touch or Ashen Blight. It forces a dark ichor from one wound that must be inflicted upon the target, until all the sickness is removed. Once outside the body it can be willing into any container by the caster, and the ‘exit’ wound sealed over. This is an uncomfortable process for the target, who will feel pain and shifting temperatures with feverish flashes.

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RESTORATION
Divine: Shalherana.
Tier: 4
Action: Prayer and touch for fifteen minutes.
Cost: 6 SP
Duration: Permanent.
Spell: The caster holds a hand firmly over or near the afflicted area and prays to Shalherana for the powers of restoration. Over the next fifteen minutes IC, the caster's hand will glow white and this light will seemingly sink into the flesh of the target, cleansing it of any infection and sealing over the wound with a white scar. Over time, the limb will regrow but remain incredibly fragile and not fully functional until complete (skin can be pierced with relative ease, limbs are slower and weaker, etc). The skin will lack pigment, and some sections are partially transparent showing glowing teal veins below. Once the limb is grown in full, it will take another few days for it to return to its usual pallor and the veins to return to normal. A white scar will remain around the area where the limb regrew from. This spell works for only one limb per cast.
Arms/Legs: They will grow slowly as if being gradually revealed from the torso outward over a duration of four weeks OOC.
Hands/Feet/Eyes: They will slowly grow back over a period of one week OOC, being of no use (blind, no grip, etc) until fully restored.
Extremities (fingers, tongue, etc): Over three days OOC they will regrow, being of no use until fully restored.

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GENESIS
Divine: Shalherana.
Tier: 4
Action: Prayer
Cost: 6 SP
Duration: One hour.
Spell: The caster blesses themselves with the powers of Shalherana for the next hour IC, warding them against one fatal injury in this time and lessening blood loss to being half its usual rate. When the caster suffers this injury, a force of green and white light erupts from the wound and lightly sends both the attacker and caster back two steps(blocks) whilst also healing the wound in the process. This takes one round/10 seconds, and the one to have inflicted the wound will feel a pang of remorse, regret, for what they had tried to do. Decapitation is beyond the capabilities of this spell, as is immolation. Up to three non fatal wounds will heal once out of combat.


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Elz

hmm
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- - -=][=- - -


THE
- E X A L T E D -

Tier V | (Eleven SP) - 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; Daeron Eldrin-Hawklight Jstar

Past Exalted; N/A

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