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{Valiant} Divine Spells

Elz

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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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REDIRECT
Divine: Valiant.
Tier: 1
Action: Vocal prayer.
Cost: 0 SP
Duration: 5 minutes.
Spell: The caster commands the attention of a violent foe, providing it is not a murderous rage. Events beasts and monsters will focus on the caster at the discretion of the DM, and player characters may lose the attention after a pause.

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SHARED BURDEN
Divine: Valiant.
Tier: 1
Action: Prayer and touch of the target.
Cost: 1 SP
Duration: One hour.
Spell: The caster touches a target and after uttering a soft prayer over one turn/10 seconds, takes the pain from them upon themselves enough that the target feels only a dull ache for the duration and the caster feels it not quite in full (up to the player how severely). Phantom wounds mirroring the targets appear upon the caster, though the wounds do not bleed. After the duration, the pain returns to the target and the caster feels drained. Should the target die whilst this spell is active, the caster feels it intensely, but does not die themselves.

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SHIELD OF FAITH
Divine: Valiant.
Tier: 1
Action: Prayer.
Cost: 0 SP
Duration: Immediate.
Spell: The caster can lift an arm as if holding a physical shield to deflect one physical blow, blue lightning arcing in the form of a shield before fading away. This functions as a mundane shield for all intents and purposes. The hand must be empty, and blocking in this manner counts as their action for that turn.

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CALL OF THE BANNER
Divine: Valiant.
Tier: 1
Action: Vocal prayer.
Cost: 1 SP
Duration: One day.
Spell: The caster calls to the skies and wills for light blue lightning to arc about the clouds in something of a light show, before willing it to strike the ground anywhere around them in RP range, so long as it is hitting open ground (no buildings nor individuals). Wherever it strikes leaves behind a banner showing Valiant's sigil, the sigil of the caster, or a simple red/blue banner. This banner cannot be removed or tampered with by anyone but the caster for the duration, and the radius around it of 5b gives a sense of calm focus, protecting the caster and up to two allies from mental tampering; they may attempt to reroll the save against any ongoing effects that affect their mind.
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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 { here }.
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REINFORCE
Divine: Valiant.
Tier: 2.
Action: Prayer while wielding a shield.
Cost: 1 SP
Duration: Ten minutes.
Spell: The caster’s shield radiates either a red or pale blue aura, enshrouded in semi-visible force. For ten minutes, attacks that would strike the shield bounce off it before contact can be made—sending them reeling back with just enough force to do so. Excessive force (i.e. high level magic, superhuman strength, powerful monsters, siege weapons) may pierce through this effect at a DM’s discretion.

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STRONGHOLD
Divine: Valiant.
Tier: 2
Action: Prayer and touching of the ground.
Cost: 1 SP
Duration: Permanent, until a new 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 flatten out and form simple wooden palisades and a gatehouse. Any entering this area are given a general feeling of safety, protection, and may take the time here to rest in various tents and ready themselves for the outsides once more. Sleeping within will let them awaken well rested and invigorated. Anyone with ill intent finds the gatehouse shuts before they can get inside. 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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SUIT UP
Divine: Valiant.
Tier: 2
Action: Prayer, and the touching of a set of armour that will disintegrate upon ritual completion. This armour becomes their ‘ritual armour’ to be called forth in the future. To swap out which armour is used, the same process must be completed on a new set, the old set taking its place.
Cost: 1 SP for the initial cast and to summon it, free to dismiss.
Duration: Permanent, until re-cast.
Spell: The caster makes a brief, vocal prayer, and over the span of three turns/15 seconds (whichever is shorter) their ritual armour forms around them clipping into place with faint arcs of lightning as the pieces join. The caster must stay still during this process or all armour will dematerialise and the spell will fail. Cannot be cast if armour is already worn. Only one set of armour can be active at a time.

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BOLSTER
Divine: Valiant.
Tier: 2
Action: Prayer.
Cost: 1 SP
Duration: 30 minutes
Spell: The caster emits a battle cry thematic to Valiant, and all in a fifteen block radius (so long as they are not working against the caster) feel themselves fearless and energised, to pick up their weapons and continue onward. Even those physically exerted and injured will manage to power through their pains for the next half hour (roughly) unless they are fatally wounded. Once this time has elapsed, they will feel their pains in full and must tend to their wounds.

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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 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.]
- - -

EXPOSE ARMOUR
Divine: Valiant.
Tier: 3
Action: Prayer and touch.
Cost: 2 SP
Duration: 30 minutes.
Spell: The caster is able to, after physically touching an area (with or without gloves) render an area vulnerable on another in order to let weapons or healing hands access the area beneath it. It cannot exceed the area of say, the average chest plate, but it lasts for up to thirty minutes even if the caster is no longer in contact. The area, once the spell is cast, appears to be a glimmering blue hue, arcing with small arcs of harmless lightning in order to show all the exposed section. This can be used on creatures if they have a natural thick armour. It only exposes the layer touched, meaning if there is a gambeson beneath that must be gotten through. The target may roll an opposed Soul+Determination check against the caster to resist this effect.

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LIGHTNING ARC
Divine: Valiant.
Tier: 3
Action: Prayer & Touch.
Cost: 2 SP
Duration: One hour.
Spell: The caster blesses a weapon, causing dark vaporous clouds to coat it—with arcs of lightning dancing between the small clouds and the metal. The first thing struck by a weapon with this spell active will suffer a sudden surge of pain through that general area in an instant if struck upon metal armour, and a minute of numbness and lacking coordination if contacting flesh directly. Distracting, but not lethal. The clouds fade after an hour without use. The target may roll a Body+Fortitude check against the caster's Soul+Determination to resist this effect.

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HEROIC RECALL
Divine: Valiant.
Tier: 3
Action: Ritual.
Cost: 2 SP
Duration: One day.
Spell: The caster prepares a spell in advance with an offering of something steel in dedication to Valiant. For the rest of the day, they may use the cast upon a willing target to be pulled from a dangerous situation (in physical or emotional peril) and placed within five blocks behind or beside the caster, so long as they were within RP chat range. The target must announce the cast via pointing or shouting their name. The spell is an instant cast, the target flickering away with arcs of lightning, and reforming with a crack of thunder. The target will feel like their skin is stinging, and their body aches all over with the sensation of bruises for all of five minutes.

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SPECTRAL ARMOURY
Divine: Valiant.
Tier: 3
Action: Prayer.
Cost: 2 SP
Duration: One hour.
Spell: The caster’s eyes become a full electrical blue for the duration of the spell, matching the colour of the spectral weapon they may will into being. They take a minute to focus, and a weapon forms in hand from the following options: Arming sword, Longsword, Greatsword, War Axe, Battle Axe, Spear and Halberd. All weapons are equivalent to steel, basic in appearance.
The weapon is a spectral blue, but can be physically held and used as any usual weapon of its type providing it is held by the caster. If they are disarmed, the weapon disperses in a flicker of blue energy. After an hour the weapon will vanish from the caster's possession, though if they are in the middle of combat they will be alerted to the weapon's timer, and granted one more minute to prepare. Only one can be summoned at a time.

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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.

- - -

RELENTLESS
Divine: Valiant.
Tier: 4
Action: Prayer
Cost: 3 SP
Duration: 6 rounds/60 seconds.
Spell: For the next minute, the caster is relentless in their determination. Bleeding slows to half the usual rate of blood loss, and pain is temporarily dulled (unless it is extreme, this does not make them able to shrug off everything). They cannot become exhausted, their vigor does not falter, and they can strike with their full might until rendered physically incapable. Fatal blows are still fatal, they are not immune to death, but they gain a step of advantage on any Fortitude or Determination checks to resist effects targeting them. Once the minute has elapsed, they will feel their aches and pains intensely, as a result of pushing their bodies to the absolute limits.

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BARRIER
Divine: Valiant.
Tier: 4
Action: Prayer while kneeling, a hand touching the ground.
Cost: 3 SP
Duration: Five minutes.
Spell: A shield wall is summoned by the caster, composed of five warriors of translucent armour; each wielding a large tower shield. While the shields are indestructible and immovable during the duration of the spell, each of the warriors is vulnerable, fading (shield in tow) after a single strike upon each of their figures. The warriors may be positioned in accordance to the caster's wishes, guarding as a 10b wide shield wall, a 5b wide phalanx, or guarding five individual choke-points like doors or archways. Those attempting to dispel the summoned warriors may roll an opposed attack against the caster's Soul+Melee to dispel an individual warrior.

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ENFOULDRED
Divine: Valiant.
Tier: 4
Action: Prayer, arcing an arm back.
Cost: 3 SP
Duration: 10 seconds.
Spell: A javelin composed of blue lightning materializes in the caster's hand with an initial crack of thunder as it is conjured. The weapon may be thrown as a javelin, and inflicts damage as a javelin would, but fully ignores physical armor. Conversely, the caster may stake the weapon into the ground, applying the effects of the Lightning Arc spell to up to 2 allies in a 5b proximity. The caster uses Soul+Ranged for attacks made with this spell.

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ARMISTICE
Divine: Valiant.
Tier: 4
Action: Prayer over a weapon, and the offering of something metallic.
Cost: 3 SP
Duration: 30 minutes.
Spell: The caster designates a 10x10b area under armistice for diplomacy. Within the armistice, no weapons may be drawn—those in-hand will be moved into sheaths or knocked out of their wielder’s grasp entirely. Spells and other powers don’t seem to function within this area either, nor are any within affected by them. Projectiles cannot be shot into the area, dispersing into flecks of iron. This effect may be resisted with a Soul+Determination check against the caster's AoE DC, and any combat within the area cancels the weapon inhibition for everyone else. The power nullification and projectile ward still apply for the duration.

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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; Uriel Valhart BoredBrit

Past Exalted; N/A
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