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Clerics


(The contents of this page are NOT common knowledge)  
"There are two paths for your pain: Bitterness or Transformation. The choice is yours."
— Cleric, The Cleric
 

History

Introduction

It was at the first dawn of the Gaian light upon Gaia that the Pure Soul sought to grant those of similar minds with her blessings, spreading her wings and protection upon the countless souls occupying the mortal realm. Some mortals, such as the Priestess Aviala, looked upon this divine being in reverence and earned her blessings. In this they were tasked with spreading faith in the form of positive action across the continents.   Aviala quickly gained a gathering of followers to her Goddess, each blessed with the ability to heal and protect others. Though these Clerics, as they came to be known, were not fighters or warriors - instead bound by their divine covenants to never kill or harm others. These Clerics were sought by many for their vast array of healing techniques.   I remember the day I cut that foolish girl’s throat - How her blood seeped through her robes.   The Clerics existed throughout many years as paragons of faith and goodness in the world, often finding members of their order serving as neutral parties in disputes among nations, as well as well sought after advisors. None bore ill will towards the Clerics openly. With no enemies to speak of, their future was assured for what would certainly be centuries.   Though it was the Gilded Order, Deathknights serving the Ice-Dragon Covurdurth, who put an end to this far earlier than anticipated. In one of their many campaigns and wars upon the world they struck at the Clerics, a crippling blow to many nations at once, invading their homes and culling any they could find.   In a single night the Clerical Order of the Pure Soul fell to ruin, their practices lost in time.   Scattered, those who remained no longer held any sense of unity. The Order was crushed and ruined, no longer bound under a single unified banner. Those remaining held true to their faith however, and in countless centuries still lingered in the far reaches of the world. It is now, in the days of modern times, that these Clerics begin to show themselves once more. Their faith renewed, they seek to restore their once great order.

Divines

There are many divines who create Clerics who posess their will and powers.   The Pure Soul
The Pure Soul is known as one of the seven Mortal Gods, deities residing within the Material Plane. Objectively a Goddess who resorts to pacifism above all else, her domains include Nature and Life. The only times in which the Pure Soul has openly resorted to combat is in cases where the general safety of the Material Plane has been put into jeopardy, in any other situations both her and her followers merely work to mend injuries and wrongs without causing any themselves. She is known to have a close relationship with The Divine Son, her servants often healing his Paladins when they are wounded after battles.
  Qhethys
Qhethys is one of the Elemental Lords, the rulers of The Elements and has light as her domain. Gazing upon her form is as painful as staring into the sun itself. She despises Zyzrasil and works with her partner Ralios.
  Aphion
Aphion is one of the Elemental Lords, the rulers of The Elements and has wind as her domain. She tends to be fairly amiable, involving herself in the business of the mortal races the most out of the group. She does not involve herself in the bickering of her siblings but does see Zyzrasil as nothing but selfishly bullied.
  Treida
Treida is one of the Celestial Princes and rulers of the The Celestial Conclave. She holds the grand ability to create life from nothing, faune or flora. She looked forward to the most dominant empire which would ever exist on the face of Gaia - The Gravicans and molded the Empyreans to be after them. She trusts her brother Phalsarm greatly but is cautious of Parabos' control.
  Phalsarm
Phalsarm is one of the Celestial Princes and rulers of the The Celestial Conclave. He holds the grand ability to create Truths from nothing, leading him to be very cautious and knowledagble. When it was decided to create the Demi-Celestials it was Phalsarm who gifted them their powers. He trusts his sister Treida greatly but is cautious of Parabos' control.
  Dreidam
Dreidam is one of the Celestial Princes, virtuous Empyreans have deemed him a Greater Celestial Being on par with the Princes, thus he holds sway over the affairs of The Celestial Conclave. He is graceful and elegant but speaks with harsh authority. Dreidam was created to oversee the simple ability to fly but his powers extended out to things that do, such as arrows.
  Belador
Belador is one of the Celestial Princes, virtuous Empyreans have deemed her a Greater Celestial Being on par with the Princes, thus she holds sway over the affairs of The Celestial Conclave. She was created to oversee purification of demonic corruption. She is energetic and elegant yet speaks with the tone of a loving mother.
  Sephradoir
Sephradoir is one of the Celestial Princes, virtuous Empyreans have deemed them a Greater Celestial Being on par with the Princes, thus they hold sway over the affairs of The Celestial Conclave. They are robotic and matter of fact, ensuring that the faithful Celestials are reborn in the Conclave and worthy souls reborn inside the plane aswell. They were created by Parabos and Treida to oversee souls.
 

Forging a Connection

Clerics, as these servants are called, are created through a ritual performed by others who practice the same Mortal Art. A Cleric who has advanced to full mastery of their craft may call upon their divines’s light in a place of worship, casting such upon the student and causing them to slip away into a deep rest lasting for upwards of days. During this time the student will undergo a set of visions and dreams, some more prominent while others slip into obscurity. These will all bring tales of the Goddess they intend on serving, stories of ancient conflicts and struggles that have all been witnessed by the divine. In sharing these visions, the student will gain an understanding of their cause, and they will awaken as their body has learned to cope with the holy energy pulsing through them.  
  • A Cleric gains their connection via another Cleric performing a Connection Ritual on them, requiring the one who performed it to have an accepted Teacher Application.
  • A Cleric gains an innate knowledge on the cause promoted by the Pure Soul as they are connected, as well as an intense urge to uphold such.
-=-

Mechanics

Favor

Energy for casting spells is calculated for Clerics in the form of “Favor,” a term dictating a Cleric’s devotion to their Goddess. While most users of the Mortal Arts must perform certain rites and trials in order to gain Favor, up to a maximum of eight, Clerics automatically gain one for every IRL Day that passes. Rather than performing actions to gain Favor, they instead must refrain from actions that would drain their powers from them. This is given in the form of three Laws that must be upheld by any who hold her divine strength:
  The Pure Soul
 
I.
  • Clerics may only fight in cases of self-defense or defense of those clearly unarmed. Good or Evil does not matter in this case; a bandit is no better or worse than the adventurer he conflicts. When they do fight, they may not kill; with an exception of event creatures in all aspects to this rule.
 
II.
  • A Cleric must always strive to heal the wounds of those injured, regardless of one’s status or profession. If a Cleric runs out of Favor to perform their spells, they must attempt all they can using mundane or alchemical methods of healing. If someone denies healing, they may be left alone. Beyond this, a Cleric is a healer of the mind; urged to act as a mediator in times of conflict, and remain objective in all regards.
 
III.
  • A Cleric may not gain from the use of their Mortal Arts. That is to say, taking money for its use is considered sacrilege and punishable. Rewards, wages, and even gifts must be denied if they are for the performance of a Cleric’s required duties of healing. Donations to a Cleric’s Union are accepted.
 
 
  Qhethys
 
I.
  • Clerics may only fight in cases of self-defense or defense of those clearly unarmed. Good or Evil does not matter in this case; a bandit is no better or worse than the adventurer he conflicts. When they do fight, they may not kill; with an exception of creatures in service of or made by Zyzrasil in all aspects to this rule.
 
II.
  • A Cleric must always strive to heal the wounds of those injured, regardless of one’s status or profession. If a Cleric runs out of Favor to perform their spells, they must attempt all they can using mundane or alchemical methods of healing. If someone denies healing, they may be left alone. Beyond this, a Cleric is a healer of the mind; urged to act as a mediator in times of conflict, and remain objective in all regards.
 
III.
  • A Cleric may not gain from the use of their Mortal Arts. That is to say, taking money for its use is considered sacrilege and punishable. Rewards, wages, and even gifts must be denied if they are for the performance of a Cleric’s required duties of healing. Donations to a Cleric’s Union are accepted.
 
 
  Aphion
 
I.
  • Clerics may only fight in cases of self-defense or defense of those clearly unarmed. Good or Evil does not matter in this case; a bandit is no better or worse than the adventurer he conflicts. When they do fight, they may not kill; with an exception of event creatures in all aspects to this rule.
 
II.
  • A Cleric must always strive to heal the wounds of those injured, regardless of one’s status or profession. If a Cleric runs out of Favor to perform their spells, they must attempt all they can using mundane or alchemical methods of healing. If someone denies healing, they may be left alone. Beyond this, a Cleric is a healer of the mind; urged to act as a mediator in times of conflict, and remain objective in all regards.
 
III.
  • A Cleric may not gain from the use of their Mortal Arts. That is to say, taking money for its use is considered sacrilege and punishable. Rewards, wages, and even gifts must be denied if they are for the performance of a Cleric’s required duties of healing. Donations to a Cleric’s Union are accepted.
 
 
  Powerful Celestials
Those that recieve their Cleric powers from a Celestaial follow the The Seven Sacred Tenants.
  For a Cleric to break any of the Laws of their divine mentioned above results in catastrophe for the Cleric in question; instantly losing any Favor they hold, and losing the ability to retain any of it. They are rendered incapable of casting their magic, and must either atone or let their connection slip away. To regain their Mortal Arts, they would have to declare the sins they committed to two Clerics each holding a TA, who must collectively forgive them. In doing so, the one who committed a crime then enters a state of meditation and prayer, where they atone directly to the Pure Soul before regaining their gifts.  

Pact

A Cleric who seeks to further the connection between them and their Divine may perform the Pact, a devout path which almost the most virtuous of Clerics attempt. Those who take this deal will find that the Favor they have will instead recharge at a rate of 2 Favor per IRL day.   To make this deal, a Cleric must swear to be of good mind, speech or action. Clerics offer up this pact to their divine to further their power. These must be offered at a shrine.  

Devoid of Evil

Those who swear to a Pact will instead recharge at a rate of 2 Favor per IRL day. In turn, they must abide by one of the following extra tenants:  
Hear No Evil
  • A Cleric “hears no evil” by this they must ignore insults thrown at them specifically. A Cleric must never acknowledge a personal insult and encourage others to do the same. Even if they are told to stop, a Cleric must continue. Strive to be known by deeds, not words.

  • Useable by: The Pure Soul, Qhethys
 
Speak No Evil
  • A Cleric “speaks no evil” by this they do not curse or wish death upon people. A Cleric must never curse or wish death or injury onto someone while encouraging others to do the same. Even if they are told to stop, a Cleric must continue.

  • Useable by: The Pure Soul, Qhethys
 
See No Evil
  • A Cleric “sees no evil” by this they do not see evil Gaians but misguided souls. A Cleric must try to convince the misguided they come across to abandon the path they are on everytime they see them. Even if they are told to stop, a Cleric must continue. Once you have planted the seed of righteousness in a creature, you must work day after day to allow it to survive and then flourish.

  • Useable by: The Pure Soul, Aphion
  Powerful Celestials
Those who follow a Powerful Celestial must choose one of the Celestial Laws.
  To break the pact chosen above results in the same result as breaking one of the three main tenants.  

Clerical Aura

A Cleric’s aura radiates from their body, seeming almost like light but instead of pushing away darkness a Clerical aura radiates positive energy that touches the things around it. The aura is calming and gives the feeling of being wrapped in the caring arms of a mother, as well as makes supernatural creatures uncomfortable and passively increases the healing of those around them but not by a very large margin.   This aura can be enabled and disabled at their will but most ask they keep it on unless in some sort of official proceedings. Clerics are immune to each other's aura. -=-

The Four Ranks

To judge the progression of a Truthseeking Cleric, four Ranks are given in accordance with the base magic rules. Basic, Adept, Expert, and Master spellcasters. A Truthseeker must abide by their Rank for a minimum of Two Months, allowing them to become a Master Truthseeker at six. Each Rank achieved grants the Spellcaster access to a new list of abilities:   Basic Cleric | Pacifism, Lesser Heal
Adept Cleric | Detect Wounds, Halt Ichor
Expert Cleric | Heal, Bulwark
Master Cleric | Greater Heal, Stasis   -=-

Truths

Spells

Truths are the spells that lay in a Cleric’s Arsenal, centered around the use of healing and supportive techniques. No magic exists to a Cleric that directly causes harm to another being, with those who practice forced to stray from open forms of conflict. This isn’t to say however, that a Cleric is incapable of defending themselves - some Master Clerics capable of fending off foes considered much greater than a normal mortal.

[ Pacifism ]

Rank: 1 |   Description: The most basic of Truths a Cleric may access, this allows them to cast a veil of energy over any weapon they hold in order to grant it non-lethal properties. The weapon is hastily covered in a golden-white light, and it will stop mid motion if its prepared strike would be one aimed to kill.  
  • This spell counts as a free-action included in movement to cast.
  • If the weapon would perform a lethal blow, it will instead stop right before hitting the target.
  • This has increased effectiveness against specific beings or affects depending on the divine worshipped:
  • The Pure Soul: Cover their weapon in deific light. Lycanthropes and Voudr (and by extension Nachzehrer). Against Death Knights (any undead) it burns any flesh and damages bones on contact, and slowing healing.
  • Qhethys: Ignite their weapon in light. Darkspawn, burns any flesh and damages bones on contact, and slowing healing.
  • Aphion: Cover their weapon in swirling wind.
  • Powerful Celestials: Cover their weapon in an affect of their Celestial and have increased effectiveness to Demons and Blooded.
  • This spell ends when the weapon leaves the Cleric’s hands.
  • Redlines:
    • This does not stop targets from prolonged blood loss! Though bear in mind the target should fall unconscious before dying from such, and to have someone use “dying of blood loss” too quickly as an excuse to die is powergaming on their end!
    -=-

    [ Lesser Heal ]

    Rank: 1 |   Description: The first healing art of a Cleric, this spell allows for them to call upon their Divine to suffuse an individual with lesser amounts of divine energy. Small cuts, scrapes, and bruises may be mended in a matter of moments, leaving the one cast upon with a sense of rejuvenation.  
    • This spell requires a Cleric to touch a creature or being.
    • This spell is cast on an individual, and not specific wounds; causing all wounds of insignificance to mend in a matter of seconds across the individual.
    • For 2 more Favor the spell may have an area of effect of up to 6x6 blocks.
    • This spell does not work on those who do not consent In Character.
      Redlines:
    • This spell takes one action to cast.
    -=-

    [ Detect Wounds ]

    Rank: 2 |   Description: Not all wounds are visible some may reside inside the body or simply out of sight. A Cleric may pull forth power from their Mortal God and touch a creature to sense what wounds are inflicted on them and how severe they are.  
    • This spell requires a Cleric to touch a creature or being.
    • This spell is cast on an individual, and once cast a Cleric knows whatever wounds they have anywhere on their body and how severe they are.
    • This spell does not work on those who do not consent In Character.
      Redlines:
    • This spell counts as a free-action included in movement to cast.
    -=-

    [ Halt Ichor ]

    Rank: 2 |   Description: While not necessarily a healing art, this Truth allows Clerics to stop the bleeding of any wound by suffusing an individual with a small amount of divine energy. Large wounds and smaller cease bleeding, and missing limbs bleed slightly less.  
    • This spell requires a Cleric to touch a creature or being.
    • This spell is cast on an individual, and not specific wounds, causing all wounds of up to large sizes to stop bleeding for 6 rounds. Missing limbs will stop bleeding for 2.
    • This spell does not work on those who do not consent In Character.
      Redlines:
    • This spell takes one action to cast.
    -=-

    [ Heal ]

    Rank: 3 |   Description: Also referred to as a “Middling Heal”, the second healing art of a Cleric allows for them to call upon their Divine to suffuse an individual with moderate amounts of divine energy. Medium cuts, scrapes, and bruises may be mended in a matter of moments, leaving the one cast upon with a sense of rejuvenation.  
    • This spell requires a Cleric to touch a creature or being.
    • This spell consumes three instances of a Cleric’s Favor, rather than one.
    • This spell is cast on an individual, and not specific wounds; causing all wounds of decent sizes to mend in a matter of seconds across the individual.
    • For 2 more Favor the spell may have an area of effect of up to 6x6 blocks.
    • This spell does not work on those who do not consent In Character.
      Redlines:
    • This spell takes one action to cast.
    -=-

    [ Bulwark ]

    Rank: 3 |   Description: A defensive Truth a Cleric may access, this allows them to cast a defensive enchantment on an individual in range. The target is hastily covered in a golden-white light that fades just as quickly as it appeared. When the individual is about to be struck by a projectile or weapon the golden-white light has a chance to appear to protect them.  
    • This spell takes one action to cast.
    • Target must be within 4 blocks to be cast on.
      Redlines:
    • Lasts for 2 rounds.
    • Grants an upgrade in Range Defense (as if the target had a shield) and when a projectile or weapon is about to hit the individual they may roll a 1d20 to see if they are protected. The weapon/projectile is blocked on a 3+.
    -=-

    [ Greater Heal ]

    Rank: 4 |   Description: The third and final healing art of a Cleric allows for them to call upon their Divine to suffuse an individual with large amounts of divine energy. Large cuts, scrapes, and bruises may be mended in a matter of moments, leaving the one cast upon with a sense of rejuvenation.  
    • This spell requires a Cleric to touch a creature or being.
    • This spell consumes five instances of a Cleric’s Favor, rather than one.
    • This spell is cast on an individual, and not specific wounds; causing all wounds of large sizes to mend in a matter of seconds across the individual.
    • For 2 more Favor the spell may have an area of effect of up to 6x6 blocks.
    • This spell does not work on those who do not consent In Character.
      Redlines:
    • This spell takes one action to cast.
    -=-

    [ Stasis ]

    Rank: 4 |   Description: The final Truth a Cleric may access, this allows them to place themselves within a defensive stasis. They are hastily covered in an affect that reflects their faith that remains around them for the duration of the spell and prevents movement. The Cleric becomes immune to all spells, and damage and cannot be moved.  
    • This spell consumes five instances of a Cleric’s Favor, rather than one.
      On casting the Cleric’s turn immediately ends as they enter stasis. They are stunned, immune to all damage, and cannot be affected by other spells until they leave stasis. The Cleric appears enveloped by golden-white light that seemingly disappears after they are freed from stasis. A Cleric may be in stasis for up to 2 Rounds but can leave earlier. When the stasis ends, a Cleric may have a full normal turn.   Redlines:
    • While in stasis a Cleric is conscious of what is happening around them.
    • A Cleric can use stasis while in mid air.
    -=-

    The Cleric Unions and Sacred Sacraments

    Clerics are not required to do so, but those who seek further understanding of their divine power and the powers they serve often form into a Union. This allows for them to combine their Favor into one larger pool depending on how many join them, using their Truths collectively. This allows for certain Truths to spread their use to any other Clerics within their respective Union. Detect Wounds for instance, allows all Union Clerics to detect the wounds of other Clerics around when cast. A Cleric may cast Greater Heal on another Cleric of the same Union for 4 Favor instead of 5.   Lastly, a Cleric Union gains access to new abilities referred to as their Sacred Sacraments, provided the Union exists with at least three Clerics of Master Rank or higher. On casting any of these abilities, a total of three Favor must be spent from their now collective pool.

    [ Cleric Sanctuary ]


    Rank: 1 | Description: Clerical Ward is the first of the Sacred Sacraments available to a Cleric Union. This Truth is considered to be the most basic of all of their abilities, as the Clerics come together to create an appropriate home or base of operations.   Mechanics: By casting this over a normal area a Union may classify the area as a temple. A Cleric Union may only have one. By achieving a trial set out by a supporting divine with 6 Clerics within the Union, they may upgrade the temple into a sanctuary.   Temple: While within a temple or within 10 blocks, Clerics heal in half the time while resting.
  • If a member of the Union worships the Pure Soul Warlocks and Witches are weakened by a tier within.
  • If a member of the Union worships Qhethys or Ralios Darkspawn cannot use [Return Unto Death], [Step Unto Darkness], [Rage Unto Sin] or [Plea Unto Lords] while within.
  • Cleric spells require 1 emote less while in the temple (1 emote spells can be casted with a Fast Action).
  • Sanctuary: Carries the effects of a temple. A sanctuary is achieved when 6 Clerics are within an order and have completed a trial. The range of Sanctuary is 15 blocks instead of 10. If combat initiates within a Sanctuary and it does not involve a Cleric, over half the Clerics present may force the combatants out.   Redlines:
    • Cost 3 Favor from the pool.
    • An ET/LT/Mod must act as the DM for the performance of this spell.
    • A “temple” is considered a building. A Sanctuary can be up to the size of a district/neighborhood but not an entire city.
    • This may overlap with a Paladins’s Hold but the effects against Warlocks, Witches and Darkspawn do not stack.
     

    [ Clerical Ward ]

    Rank: 1 | Description: Clerical Ward is the second of their Sacred Sacraments available to a Cleric Union. This Truth is considered to be one of the more basic abilities, as the Clerics come together to channel their favor into the land. By doing this they cleanse the land of impurities.   Mechanics: By drawing forth their divine power a group of clerics may cleanse the land of impurities, specifically those caused by other Mortal Truths. The effects of this spell aren’t immediate, but within a week, any strange occurrences in the region the Sacrament was performed begin to cease. Animals warped or malformed will begin to return to normal, and rotten plots of land would begin to heal, allowing for growth. This Sacrament is long-term and healing. Clerics may perform this spell to cleanse the land, usually of a Witch’s Undertow, but may cleanse other impurities if an ET/LT permits it.   Redlines:
    • Costs 3 Favor.
    • An ET/LT must act as the DM for the performance of this spell.
    • Under no circumstance can this spell cleanse normal demonic corruption.
     

    [ Divine Purge ]

    Rank: 2 | Description: Through this Sacred Sacrament a Union may purge curses and hexes placed on a being and even poisons circulating throughout the body. The latter requires treatment overtime however.   Mechanics: By gathering a Union around a being afflicted, a group of Clerics may cleanse their body from head to toe. Doing away with any curses, magical poisons or hexes placed upon them. This requires a Cleric in the Union to be certain that the being is afflicted with a hex, curse or poison.   For hexes or curses a Cleric Union will instantly purge the hex from the being for 3 Favor. For poisons the being must rest and be treated over 4 IRL days (1 Favor per day).   At a Cleric’s cast, a curse affecting one creature or object ends. If the object is a cursed magic item, its curse remains, but the spell breaks its owner’s attunement to the object so it can be removed or discarded.   Redlines:
    • May not be performed in the midst of combat.
    • An ET/LT must act as the DM for the performance of this spell.
    • Under no circumstance can this spell cleanse normal demonic corruption. It may only remove hexes, curses and poisons.
     

    [ Fractal Shield ]

    Rank: 3 | Description: There is never a safe space on the battlefield but with the aid of a Union of Clerics, one can be made. This barrier of golden-white light is erected over an area and allows only a Cleric deems entrance. If the barrier receives enough damage it will fracture and launch its shards.   Mechanics: For 4 Favor a group of Clerics in the same Union may erect up to a 10x10x10 barrier that remains active as long as a single Cleric remains within it. Clerics may deem a being/creature or object as friendly and allow them entry. The barrier is durable, able to withstand blows from normal gaians, whether magical or mundane. It is not invincible however as it can be broken with sufficient force or enough time. Starting from cracks to shattering. Once the shield shatters, its shards will be directed at the cause unless directed otherwise.   While primarily used for events, Fractal Shield can be used in player versus player situations. In those situations, the barrier can be broken by receiving 10 blows from a blunt weapon or equivalent. This difference is described in roleplay as the Pure Soul’s influence.   Redlines:
    • The shield may remain active as long as a Cleric remains inside.
    • The shards from the barrier are equivalent to wood in their durability and can be blocked.
    • As long as a single Cleric of the Union deems a being/creature as friendly within the situation they may enter the shield.
     

    [ Devoid Aggression ]

    Rank: 4 | Description: Clerics are the symbol of pacifism of peace, tranquillity, life and healing. Cleric Unions are often called upon to act as mediators, serving as neutral parties in disputes among nations, as well as well sought after advisors. Sometimes negotiations grow to tense, with swords ready to be drawn. A Cleric Union may cast a spell to destroy aggression towards any and all within it.   Mechanics: For 5 Favor a group of Clerics in the same Union may erect up to a 20x20x20 space that destroys the aggression within beings that enter it. If people would draw their weapons they would find they cannot muster the will to do so or if people would spit direct insults they would find the words fail to come the moment they try.   For every 1 Favor, a Cleric Union may extend the range by 2 in each dimension. The spell lasts for as long as the Cleric Union wishes, but they may only have 1 Devoid Aggression space active at a time.   Redlines:
    • An ET/LT must act as the DM for the performance of this spell.
    • May not be performed in the midst of combat.
    • To draw your weapon, attack or directly insult within the space is considered powergaming.
     

    [ Pure Heart ]

    Rank: 4 | Description: The final of the Cleric’s Sacred Sacraments available to a Cleric Union. This Truth cleanses the soul of supernatural connections. Returning the being to a pure state.   Mechanics: Requiring 5 Favor, Pure Heart can dispell supernatural connections placed on the soul of a target. Unlike other This version of the Sacrament this does not require the presence of other Clerics to cast. With concentration the Cleric can bathe the being in golden-white light, severing an evil connection.   Requiring 9 Favor, Pure Heart can dispell modifications on the soul/body of a target. This requires 3 or more Clerics to cast over 10 emotes in a quiet location. With concentration the Clerics can bathe the being in golden-white light, removing the modifications.   While primarily used to dispell harmful connections made by Mortal Gods, Pure Heart can be used to dispell other powerful, harmful connections as long as it is cleared with ET/LT.   Redlines:
    • May not be performed in the midst of combat.
    • Requires IRP consent.
    • The connection between a Witch’s [ Soul Puppet ] and the Target can be dispelled by use of the 5 Favor version of this spell.
    • The connection between a Warlocks’s [ Straw Doll ] and the Target can be dispelled by use of the 5 Favor version of this spell.
    • The connection between a Warlocks’s [ Enslavement ] and the Target can be dispelled by use of the 5 Favor version of this spell.
    • The 9 Favor version of this spell can turn a Voudr (and by extension Nachzehrer, and Lycanthropes back into their normal base versions. This requires IRP, OOC consent and must be mainly done by a Cleric who worships the Pure Soul.
    -=-

    Summary

    Clerics offer a range of defensive, and a unique system of liturgies and rituals which offer to help delve into the healing support archetype of regular devout healers. Accomplishing such throughout their strict following of tenants, way of life, and virtue. In terms of general summarized redlines and other tidbits they go as follows:  
    • Aesthetic actions, done in good faith in which no parties are hurt, and done in a way which makes proper sense, are completely fine.
    • Any spells that greatly affect the landscape, such as some Sacraments, require RO Consent if used on a region tile.
    • By attaining Clerical, you are no longer able to gain any other magics. The only exception would be Feats which may be applicable to one’s race (E.q. Fel Flame/Golemancy).
    • A Cleric must ensure to follow the proper guidelines outlined in the appropriate rank as for their physical form.
    • You may not cast a spell without properly practicing and researching said spell through RP means, whether this be via lessons from a teacher or going out into the world to study how the mechanics of such spell could be easily executed.
    • For the sake of moderation tracking, ease of access, and for one’s own benefit, it is highly suggested that the player keeps their persona’s Favor Value in their persona prefix.
    • Attempts to maliciously and knowingly powergame, loophole, or generally provide a low standard of RP with this and any other magic may lead to one’s MA being revoked.


    Artwork by ellieinthesky
    An image of a head Cleric.
    Rarity: Rare
    Danger Level: Medium

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