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{Skraag} Divine Spells

Elz

hmm
Events Staff
Very Sweet
Staff
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[ Art Credit ]
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Tier I { x }
Tier II { x }
Tier III { x }
Tier IV { x }
Tier V { x }


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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.
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DOWSE
Divine: Skraag.
Tier: 1
Action: Prayer, and a drop of blood.
Cost: 0 SP
Duration: 30 minutes.
Spell: With a prayer and a drop of blood, the caster gains an uncanny ability to detect any corpses within a 10b radius of where the spell was cast, as if the corpses themselves gain an ethereal green glow even through surfaces. This spell will also illuminate spilt blood, regardless of it having been cleansed, the marks remaining. This lasts for 30 minutes.

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DEPOSE
Divine: Skraag.
Tier: 1
Action: Touch, must maintain unbroken contact for five minutes.
Cost: 1 SP
Duration: Permanent.
Spell: The caster blesses a corpse which will rise as a weak mindless undead under the sway of Skraag within five minutes of the spell competion. It is hostile to all living things, including the one who raised it, the soul which once inhabited no longer present, in essence becoming a Zombie. This can be cast within the wards. It can be played by the caster but it should be kept in mind they are slow, weak, and likely easy to cut down.
Note: Should this spell be cast upon a Vyre with Repose on their body, it will remove the effects of it after the five minute cast. Repose can also be cast over with Depose.

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CURSE OF DECAY
Divine: Skraag.
Tier: 1
Action: Prayer and touch, or blood consumption.
Cost: 1 SP
Duration: One hour.
Spell: The caster curses their target with decay by praying to Skraag and holding a hand on them for a moment, even if on armour, or consuming the target’s blood (which can be no older than one week). After two rounds/20 seconds, their target will begin to feel a creeping nausea take root, their eyes taking on a yellow hue, and their veins blackening. They will find their skin begins to blister and rot after another round/10 seconds, which will become painful but not debilitating. After one hour, all effects fade, leaving no traces. The target may roll an opposed Soul+Determination check against the caster to resist this effect, or Body+Fortitude to power through it.

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SWARM
Divine: Skraag.
Tier: 1
Action: Prayer, and touch of the ground.
Cost: 0 SP
Duration: One hour.
Spell: The caster kneels and presses a hand to the ground, summoning a small cluster of locusts and other insects that eat away at any flora in a five block radius for one hour, leaving the land barren. Any living creatures in the area, including people, will find they get bitten and harassed. These bites are irritating, and not lethal nor poisonous.

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Elz

hmm
Events Staff
Very Sweet
Staff
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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 }.
- - -


UNLIVING BEAST
Divine: Skraag.
Tier: 2
Action: Prayer, the ritual blood circle around the remains, and the offering of flesh or bone.
Cost: 1 SP
Duration: Permanent until destroyed.
Spell: The caster completes a ritual over the remains of any creature up to the size of a large wolf (<250lbs). Whilst they can be commanded to do simple commands such as following, carrying an item up to 50lbs in weight, any combat follows a different set of rules. Directing them to do anything takes full concentration, the caster is unable to act simultaneously, and the creature must be within sight. Beasts risen with this spell are somewhat weaker than their living selves, and should the head be severed/brain is damaged it dies instantly. Small creatures up to the size of a dog will need 2 successes in any contested actions, and those larger will need 3 - ie. you need to beat 3 to beat it.
Note: One pet can be raised per point of soul, though only one may actively be commanded/used at a time (no multiple pets in combat). A limit of five cosmetic/aesthetic pets that are not to be used in any other spells or combat scenarios is also permitted.
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MIRE OF THE NECROMANCER
Divine: Skraag.
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 curses an area of land over a 15 block radius, pulling it under the influence of Skraag. It becomes a sort of swamp or marshland, faces of the dead peering up from below the water though they do not seem to stir. Locusts and undead rats favour the area, the waters themselves contaminated and occasionally swirling with blood red hues. Those who ingest or wade through the waters will be prone to infection and sickened if they do not favour Skraag, whilst the very same waters seem to seal over wounds of the dead and half satiate Vyres if they drink from the gruesome source.
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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FEAR
Divine: Skraag.
Tier: 2
Action: Prayer, and the consuming of blood of the target or touch.
Cost: 1 SP
Duration: One day.
Spell: With a prayer and consuming of blood from their target (or touch), they curse them to be consumed by fear. The target will feel a pang in their chest as a skeletal black handprint forms there, followed by a coldness that cannot be shaken as their heartreart quickens. After two rounds/20 seconds, the target will feel panicked, afraid, and thoughts of their worst fears take root. For the next ten minutes, they will be unable to shake the idea that the worst is about to happen, optionally hallucinating their fears as reality. They will additionally be unable to stay warm, each beat of their heart feeling heavier and louder. The target may roll an opposed Soul+Determination check against the caster to resist this effect. For the rest of the day after this time they will find themselves shaken, paranoid, and on edge - though how minor or major this is is up to the player.
Note: Can be cast from any location, but blood must be no older than one week.

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GLIMPSE OF IMMORTALITY
Divine: Skraag.
Tier: 2
Action: Ten minutes of prayer and anointing with the blood of a sentient creature.
Cost: 1 SP
Duration: Permanent.
Spell: The blessed leaves a black skull marking the size of a palm upon the body of a willing target, branding them with a glimpse of immortality. For one week the target will be cursed with ‘unlife’, having no need to eat, drink, or sleep, but also find they feel no warmth and less sensation. In turn find that they will not physically age for the next year. This can stack up to five times, but each time will require a week of ‘unlife’. The target may optionally take on some lich-like qualities, sunken features, pale skin, more skeletal and unnerving to look at, for example. This is only an aesthetic.

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Elz

hmm
Events Staff
Very Sweet
Staff
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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.]
- - -


SOULSWAP
Divine: Skraag
Tier: 3
Action: Prayer, and the ritual described.
Cost: 2 SP
Duration: 5 hours.
Spell: The caster consumes blood or flesh of their target, and over two rounds/20 seconds allows their soul to move from their original body to their targets, providing they are within 5b. Upon taking over the new body, the eyes and veins will glow a sickly green hue, and they be weakened - taking disadvantage on all body rolls. The old body will go limp, lifeless. Any wounds will leave scars upon their original form, and should the controlled body be killed, the soul will be torn free and surge back to the body in a violent and excruciating manner. They will be unable to properly navigate with their body for two rounds/20 seconds, before they are able to move again, and for the rest of the day they will ache and feel the pain of the wounds sustained despite only having scars. The controlled body must be within the same region area or the spell will end and the controlled body perish.
Note: Can be used on any entity up to the size of a large wolf (<250lbs) or Zombies.

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NECROMANCY
Divine: Skraag.
Tier: 3
Action: Prayer, and the blood of a sentient being smeared upon the remains.
Cost: 2 SP
Duration: Permanent until the spell is broken.
Spell: The caster marks a fallen humanoid corpse with blood from something sentient, and instills in it the power of Skraag. Within ten minutes, the corpse awakens, with the sentience and memory they had pre-death, though the details of their death are unclear. Wounds feel as real as if they were living for the initial hour until the memory of pain fades, but they will not bleed much as their hearts do not beat, and they cannot be healed unless by Skraag spells that specialise in knitting undead flesh back together. The only way to kill them in this state is by damaging the brain, and they appear as a Ghoul with the state of decomposition up to the player though they will always be at least 'very pale' and cold to the touch. They may have optionally glowing green eyes (fully green, no whites to the eyes).This can be used on player characters or NPCs, though a DM may be required if they are event NPCs.
Note: An individual who no longer wishes to be 'undead' may force their soul into the river of souls to await true revival, the body crumbling to dust behind them and leaving it unable to be animated again.

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ACOLYTE OF UNDEATH
Divine: Skraag.
Tier: 3
Action: One minute of ritual prayer with blood anointed upon the target.
Cost: 2 SP
Duration: Permanent until the links are broken.
Spell: The caster imparts upon their target a physical stasis, a band of dark green marking around each wrist like tattooing. So long as both these links are unbroken, their body will never age nor grow, remaining as it was upon the spell being cast. It also will never heal, and any wounds sustained must be healed through magical means such as Formistry or [UNHALLOWED FLESH]. They are also immune to all mundane diseases, poison and ailments, and no longer require food, drink, nor sleep. This includes blood for Vyres. They are classed as a Lich, a state of undeath but not a type easily removed from spells of other deities.
Note: The spell is broken if the links are, and they can be cut through by simply cutting into the flesh over the band, or even the more drastic removal of the hand above the marking. This may be active on as many people as the caster has soul points (one point, one person, etc).

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UNHALLOWED FLESH
Divine: Skraag.
Tier: 3
Action: Touch for five minutes.
Cost: 2 SP
Duration: Permanent.
Spell: The blessed is able to heal deep gouges, broken bones, and wounds of the undead, sealing them up as if they are sewn together. One cast of the spell will heal any minor scratches and burns, as well as one deeper wound (stab wounds, long gouges, broken bone, etc). This will not re-grow limbs or parts beyond repair (destroyed eyes, brains, hearts, etc) though most undead do not require sight and so on to continue un-living. It will restore rotting flesh to a state more intact, though will require weekly casts to keep it from becoming rotten. Magical means are still able to be used to regrow parts of the undead beyond this spell. It will not restore sight if the eyes have been blinded.
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Elz

hmm
Events Staff
Very Sweet
Staff
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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.
- - -


DESECRATE
Divine: Skraag.
Tier: 4
Action: Prayer and touch for fifteen minutes.
Cost: 3 SP
Duration: Permanent.
Spell: The caster desecrates a corpse (dead no more than one week) and steals the required part for themselves, be this limbs or extremities. With a prayer, glowing red thread will appear around the area of attachment, and upon holding it to the target for fifteen minutes the threads will weave into their flesh to join it as part of themselves. These new pieces are initially lifeless and decayed, cold to the touch and marked with black lines, but by the middle of the time durations stated below will have restored into something resembling their own lost limb. They can also be removed with a tug of force or if the threads are cut, requiring a new spell entirely.
Arms/Legs: Feeling and colour will restore by the second week, but be unable to be properly used until four weeks have passed OOC.
Hands/Feet/Eyes: Feeling and colour return after one week, but be unable to be properly used until two weeks have passed OOC. Eyes restored this way may optionally be green or red in colour, or with specks/marks of those hues.
Extremities (fingers, tongue, etc): Upon three days having passed OOC, they will be restored in full.

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SIPHON
Divine: Skraag.
Tier: 4
Action: Prayer.
Cost: 3 SP
Duration: Two rounds/20 seconds.
Spell: The caster siphons all shed blood within a 5b radius back into themselves to prevent blood loss and seal over any non fatal wounds with black scabs, this is done over a duration of two rounds/20 seconds. Blood siphoned this way will be cleansed of infection, and should it be blood not their own they will feel satiated if they are a Vyre as if having had a full meal. This spell can also be used to draw out up to one pint in total from a target's open wound if they are within the same range over the duration. The target may roll Body+Determination against the caster's Soul+Ranged to avoid the offensive use of this spell.
Note: This spell can be used on another target if they are a Vyre or other Skraag blessed.

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MALEDICTION
Divine: Skraag.
Tier: 4
Action: Prayer, consumption of target’s blood.
Cost: 3 SP
Duration: Three rounds/30 seconds.
Spell: The caster ingests the blood of their target, providing it is no older than one week, and utters a prayer to Skraag to curse them. The target feels the pang of a headache upon the spell being cast, with blood oozing from the eyes, nose, mouth, and ears by the end of the first round and continuing until the end of the third. During this time, they will find themselves struggling to breathe, coughing, and becoming increasingly feverish. It is enough to distract them from their current action, able to defend themselves if it is dire. For the next hour they will feel generally unwell, and a little hazy as they lose roughly a pint in total over 30 seconds. This curse can be defended against with a contested soul+determination roll, or a body+fortitude to power through it.

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FLESHCRAFTING
Divine: Skraag.
Tier: 4
Action: Prayer, the ritual blood circle around the remains, and the offering of flesh or bone.
Cost: 3 SP
Duration: Permanent until destroyed.
Spell: The caster creates a monster of their own make, using parts from several animals to create a working risen minion. This creature can be up to the size of the average bear (<900 lbs). Whilst these creations can be commanded to do basic non combat commands such as following, staying put or carrying objects up to 200lbs, any combat encounters follow a set of rules. Directing them to do anything in combat takes full concentration, the caster unable to act simultaneously, and the creature must remain within sight for actions to be given. Monsters made with this spell are somewhat weaker than their living selves, and should the head be severed/brain is damaged it dies instantly. Creatures smaller than the average wolf will require 4 successes, and those larger will require 5 - ie. you need to beat 5 to beat it.
Entities should follow similar shapes/sizes to their usual, no overly large heads on small bodies, no more than one set of extra arms, etc.
Note: One of these can be made per point of soul, but only one may be active at a time (no attacking players with multiple pets).

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Elz

hmm
Events Staff
Very Sweet
Staff
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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; Branko Callas Kostadim

Past Exalted; Karn Clawheart Catanomical

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