Medieval & Fantasy Minecraft Roleplaying

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[Theodra] Rhylantra - Tier 1

Snowymaximus

Lord of Altera
Legend
Snowymaximus
Snowymaximus
Legend
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- RHYLANTRA ANDRIEL -

IG NAME: Snowymaximus
CHARACTER: Rhylantra Andriel
PROFILE: { Link }

PATRON: Theodra

TIER: 1

SPELL POINTS: 2 SP

ARTIFACTS: None

TRINKETS: None

PASSIVE:
Universal - Providence ][ The blessed’s soul is warded by their faith in their Divine. If something tries to possess them, or they’re targeted by an effect that is functionally identical to possession, the blessed may roll a d6 save to resist it. If they roll their tier or lower on the d6, the possession fails and has no effect. They are additionally fully immune to any attempts to lay claim to their soul (in terms of it being trapped, imprisoned, or otherwise by some entity. This is not expected to come up much in RP, but exists for flavor). For curses or afflictions like Vyrism or Spiritblessed, they may resist it outright or optionally roll a possession save against it.

Universal - Natural Allies ][ Certain creatures recognize the Blessed of certain gods and behave differently than they would to other mortals, so long as hostility isn’t shown to them.

Universal Tier 1 - Spiritual Weapon ][ By ritually praying over a weapon for one hour, the blessed may imbue it with some measure of the divine influence. The weapon will glow with the strength of torchlight in a color thematic to the divine, and intangible foes or foes that are otherwise immune or resistant to attacks from mundane weapons always take some amount of damage from successful attacks with it. Only one weapon may be imbued at a time. For bows, the effect applies to all arrows fired from it.

Quirk T1 ][ They become very good at climbing, keeping a sturdy grip, and they can jump an extra two feet upward or across than the average person.
Aesthetic T1 ][ The eyes take on a ring of color about the pupil thematic to their Divine, intensifying in spellcasting or heightened emotional states.

STATUS: Applying herself

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SPELL LIST
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PURIFY
Divine
: Universal
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. (Note: Vyres cannot live on this blood, it will satiate half their feeding requirement at most. This is in the same category of Bloodvine, for example.)
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.

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ILLUMINATE
Divine
: Universal
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.

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VISION
Divine
: Universal
Action: Touch, or the offering of an item thematic to the divine (holy symbol, coin, bone, letter, etc).
Cost: 1SP
Duration: One minute.
Spell: By touching the target or offering an item, the caster wills the scene of something vaguely thematic to their divine in the mind of another, though it is not distracting enough to hinder them in combat or tense situations. With enough focus, the target can try to tune it out, but it cannot be entirely ignored. Can only be used on the same target once per day.

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DIVINE WORD
Divine
: Universal
Action: The prayer of, “[Divine], carry my words.”
Cost: 1SP
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 their target in some manner, be it name, face, or alias, the spell will work based on intention for who it is for and cannot be accidentally sent to another. This is a universal language, heard and understood by each as clearly as their native tongue.
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.

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FEAST OF THE GODS
Divine
: Universal
Action: Prayer. They must keep their hands on the location on which to summon it for one minute.
Cost: 1 SP
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.
Theodra: Feast of the Hunt
Carved tableware of various wood types forms, with cups made of animal bone and utensils of pure silver. It sits upon a thin grey pelt. A modest meal, but a gamey one, with meats served using the same herbs found growing nearby. Refreshing water is served.

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BAPTISM
Divine
: Universal
Action: Prayer, an offering to the divine, and touch.
Cost: 1 SP
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.
Theodra: Mark of the Huntress
The offering disperses into a cloud of wild grasses and leaves that float about the area for a while before vanishing entirely. A mark appears upon them as a silver feather or arrow that shimmers slightly. Children who grow up with this mark may show traits of being a little explorative, climbing things more often than others of their age. Stray leaves often appear in their hair or clothes, with little explanation.

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DETECTION
Divine
: Theodra.
Tier: 1
Action: Prayer & Touch.
Cost: 1 SP
Duration: 30 minutes.
Spell: The blessed places their bare hand on the ground and utters a soft prayer, willing all footsteps and tracks made within the past 48 hours to reveal themselves in a 15 block radius. The prints will glow a soft silver hue to the blessed only, and any blood/hair/fur will glow similarly if it was left there in the same two day span. The glow will fade after the duration.

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NATURE'S ILLUMINATION
Divine
: Theodra.
Tier: 1
Action: Prayer.
Cost: 1 SP
Duration: 30 minutes.
Spell: The caster utters a brief prayer and wills an area of 10b to be influenced by Theodra for a duration of time. Leaves float downwards of either green hues or those thematic to fall, dispersing within a minute of being on the ground. Silver feathers linger in the air above emitting a soft glow on par with the light of a candle. The caster and one other designated target are given a sense of clarity and clear thoughts, and may reroll any saves against mind-altering effects. The target may roll a Soul+Determination check against the caster's AoE DC if they wish to avoid being calmed.
Note: At each tier of the divine system, you may add one more target to be protected in this radius.

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NATURE’S DEN
Divine
: Theodra.
Tier: 1
Action: Touch.
Cost: 0 SP
Duration: 12 hours.
Spell: The blessed can will an area to become a more advanced and comfortable place to reside when out in the wilderness. Dense foliage moves up as a roof and draps down to the ground, forming a sort of tent of natural materials or even furs and leathers depending on what would be more of a camouflage in the area. In some cases it forms out of rock if that is the better material for its location. It is large enough to comfortably fit two people, and stays insulated enough to ward off the cold of an autumn night, but will require a fire for wintry settings.

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QUIVER
Divine
: Theodra.
Tier: 1
Action: Touch.
Cost: 0 SP
Duration: Immediate.
Spell: While wielding a bow, the caster may summon an arrow from thin air to fire from it. This arrow can only be used to shoot from the bow, and vanishes shortly after landing. Only one may be summoned at any given time, and the arrow counts as silver when striking its target.



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DIVINE PROGRESS
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- - - -
TIER ONE
In order to first become Blessed, the following requirements should be met:

Show worship of a Divine for at least one month OOC from the creation of a divine profile/thread: {✓}
The character must be at least two months old OOC: {✓}
The character must be at least sixteen years of age: {✓}
Must significantly contribute to (by attending) or host an event which is of thematic significance to their divine: {✓}
Three notable acts in line with their Divine (Hunting, Healing, Bartering, etc) separate to the event(s) above: {✓} {✓} {✓}
One offering of an item to their Divine at a shrine/church/etc (Log its OOC location for collection.): {✓}

Acts
> 2021
- Begins looking and tracking for a murderer with an uncertain start, finding little from the visagite Antiquity other than a lead on bows. Eventually leads to a talk on the huntress.
- Meets with Marian, a Theodran. Has an archery competition, learns a few lessons, and makes an arrangement to be trained in theodran-like skills at Verdant Valley
- Takes on the lessons about Theodra with Marian
- Given a bow to train with
- Learns the tenets
- Views the tail end of a Theodran shrine restoration, meets some more Theodrans, learns to track with Marian
> 2022
- Tracking training from Marian, identifying tracks, clues, scents directions, and learns about useful gear
- Tracks blooded silver feathers with Lysander and Som
-Wrestles and frees a maulerkin
- Helps with tracking during an expedition in the ashlands; fights and skins drakado, and applies her ranging skills on undead creatures
- Gives prayer to Theodra during the siege of Eldpoint
- Contributes to the saving of Eldpoint through actionable deeds ("You shall defend your family and home, and teach them well the ways of the world." "Do not sit idle in the face of a threat.")
- Helps to reduce deer population with Rhothomir, forced to kill a mountain lion as it attacked them
-Offers a carving of a wolf to the shrine of Theodra in Storms Landing

t2
- attends theodran feast with other Theodrans; earns a bow, 'Bragging Rights', in an archery competition

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