Paladins
(The contents of this page are NOT common knowledge)
"If you refuse to seek repentance in this life, then I pray you seek it in the next."
History
Introduction
When the daunting yellow sun hung in the bright blue sky the Divine Son saw it fit to grant those of similar minds with his blessings, holding his sword out to fend off evil that stalked the countless souls occupying the mortal realm. Some mortals looked upon this divine being in reverence and earned his blessings. In this they were tasked with defending the Prime Materia and its denizens from chaotic and evil forces that would disturb it. Arpathos, a Gravican legionary, was the first-ever to found a Paladin order. He slowly gathered others across the continent who believed in his God, each blessed with the ability to sense and stamp out chaos. Though these first Paladins, as they came to be known, were ruthless in the enforcing of their oaths and of their mission. These Paladins were both adored and ridiculed for their deeds. One of the Cult bested him in single combat and died in a blaze of chaos! The Paladins existed throughout many years as paragons of justice and honor in the world, often finding members of their path as wandering heroes, as well as well sought-after priests. Some bore ill will towards the Paladins openly, but these were ignored for the sake of their duty. With numerous agents of chaos speak of, their future was predictable for what would certainly be centuries. Though it was the Viscera Cult, Warlocks serving The Tyrant, who changed the course of the Paladins path. Arpathos lead his Paladins against the Cult and faced off against their leader himself, defeating him but dying in the process. In the aftermath, his order broke apart, each with their own ideas and paths. We could no longer decide on the depths of our duty. Drifting across the Old World, these Paladins founded the more prevalent Orders known today and have stood the test of time for countless centuries. It is now, in the days of modern times, that these Paladins continue to show themselves once more. Their faith continued, they seek to restore their once-great order.Divines
There are many divines who create Paladins who posess their will and powers. The Divine SonThe Divine Son is known as one of the seven Mortal Gods, deities residing within the Material Plane. Objectively a God who seeks to maintain structure above all else, his domains include Order and Justice. The Divine Son has openly resorted to combat in cases where the general safety of the Material Plane has been put into jeopardy, and in cases where innocents are hurt or threats to societies, he guides his servants. He is known to have a close relationship with The Pure Soul, his servants often accompany her Clerics when they are in need of direct combat.
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.
Ralios is one of the Elemental Lords, the rulers of The Elements and has fire as his domain. Almost constantly enraged, it is said that the larger Ralios is, the less likely it is to get any sense out of him other than unbridled rage. He adores Qhethys, despises Zyzrasil and considers Vilias a rival of sorts.
Vilias is one of the Elemental Lords, the rulers of The Elements and has water as his domain. Though, when usually presenting himself to Gaians or other deific beings, his height ends up being dependent on the scope of the fight he brings himself too. He is friends with Gandhor, and considers Vilias a rival of sorts.
Gandhor is one of the Elemental Lords, the rulers of The Elements and has earth as his domain. It is said it is near impossible to sneak up upon the giant, for all of nature and all of the stones will inform the goliath if someone were to come near. He is friends with Vilias and dislikes Ralios.
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 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 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 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 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 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.
The Fey King or Queen holds enough power to be considered divine and thus, they are capable of granting power. It is a dynamic position lost and taken by fey of The Faerie Wonderland.
Forging a Connection
Paladins, as these servants are called, are created through a ritual performed by others who practice the same Mortal Art. A Paladin who has advanced to full mastery of their craft may call upon their Divine's power 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 divine they intend on serving, stories of ancient conflicts and struggles that have all been witnessed by them. 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 Paladin gains their connection via another Paladin performing a Connection Ritual on them, requiring the one who performed it to have an accepted Teacher Application.
- A Paladin gains an innate knowledge on the cause promoted by the divine as they are connected, as well as an intense urge to uphold such.
Mechanics
Favor
Energy for casting spells is calculated for Paladins in the form of “Favor,” a term dictating a Paladin’s devotion to their divine. While most users of the Mortal Arts must perform certain rites and trials in order to gain Favor, up to a maximum of eight, Paladins 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 Laws that must be upheld by any who hold her divine strength:The Divine Son
I.
- The only wars servants of the Divine Son know are against themself and agents of chaos that would disrupt order and balance. Paladins do not engage in wars and avoid being pulled into politics. The only exceptions to this law are when a paladin’s area is directly affected by a warring/raiding party or the foe they will face is directly an agent of evil.
II.
- Paladins are to be as one, facing threats before them alongside others of the same mind. The servants of the Divine Son cannot attack and/or kill fellow paladins. If a duel is declared with rules then this law is ignored during the duel.
III.
- A Paladin may not gain from the use of their Mortal Arts. That is to say, taking money for connections, artifacts or abilities. To do so is considered sacrilege and punishable. Rewards must be denied if they are for the performance of a Paladin’s duties. Donations to a Paladin's Order are accepted.
IV.
- The evil are to be defeated and the innocent are to be protected. Paladins are not to use their abilities on innocent people unless it is in self-defense or it is a clear agent of chaos or evil. On that same note, do not kill any innocents regardless of abilities used or not. Torturing innocents counts in this as well.
V.
- A servant of the Divine Son does not assist groups seeking to disrupt order or balance in their arts. Standing by and watching these acts is just as bad as participating in them.
I.
- The only wars servants of The Luminescent Light know are against themself and agents or allies of darkness. Paladins do not engage in wars and avoid being pulled into politics unless an ally or agent of Zyzrasil is involved. The only exceptions to this law are when a paladin’s area is directly affected by a warring/raiding party or the foe they will face is directly an agent of Zyzrasil.
II.
- Paladins are to be as one, facing threats before them alongside others of the same mind. The servants of The Luminescent Light cannot attack and/or kill fellow paladins. If a duel is declared with rules then this law is ignored during the duel.
III.
- A Paladin may not gain from the use of their Mortal Arts. That is to say, taking money for connections, artifacts or abilities. To do so is considered sacrilege and punishable. Rewards must be denied if they are for the performance of a Paladin’s duties. Donations to a Paladin's Order are accepted.
IV.
- The enemy is to be defeated and the innocent are to be protected. Paladins are not to use their abilities on innocent people unless it is in self-defense or it is a clear agent or ally of Zyzrasil. On that same note, do not kill any innocents regardless of abilities used or not. Torturing innocents counts in this as well.
V.
- A servant of The Luminescent Light does not assist allies or agents of Zyzrasil. Standing by and watching these acts is just as bad as participating in them.
I.
- The only wars servants of The Vehement Flame know are against themself and agents or allies of darkness. Paladins do not engage in wars and avoid being pulled into politics unless an ally or agent of Zyzrasil is involved. The only exceptions to this law are when a paladin’s area is directly affected by a warring/raiding party or the foe they will face is directly an agent of Zyzrasil.
II.
- Paladins are to be as one, facing threats before them alongside others of the same mind. The servants of The Vehement Flame cannot attack and/or kill fellow paladins. If a duel is declared with rules then this law is ignored during the duel.
III.
- A Paladin may not gain from the use of their Mortal Arts. That is to say, taking money for connections, artifacts or abilities. To do so is considered sacrilege and punishable. Rewards must be denied if they are for the performance of a Paladin’s duties. Donations to a Paladin's Order are accepted.
IV.
- The enemy is to be defeated and the innocent are to be protected. Paladins are not to use their abilities on innocent people unless it is in self-defense or it is a clear agent or ally of Zyzrasil. On that same note, do not kill any innocents regardless of abilities used or not. Torturing innocents counts in this as well.
V.
- A servant of The Vehement Flame does not assist allies or agents of Zyzrasil. Standing by and watching these acts is just as bad as participating in them.
I.
- The only wars servants of The Endless Depths know are against themself and agents or allies of fire. Paladins do not engage in wars and avoid being pulled into politics unless an ally or agent of Ralios is involved. The only exceptions to this law are when a paladin’s area is directly affected by a warring/raiding party or the foe they will face is directly an agent of Ralios.
II.
- Paladins are to be as one, facing threats before them alongside others of the same mind. The servants of The Endless Depths cannot attack and/or kill fellow paladins. If a duel is declared with rules then this law is ignored during the duel.
III.
- A Paladin may not gain from the use of their Mortal Arts. That is to say, taking money for connections, artifacts or abilities. To do so is considered sacrilege and punishable. Rewards must be denied if they are for the performance of a Paladin’s duties. Donations to a Paladin's Order are accepted.
IV.
- The enemy is to be defeated and the innocent are to be protected. Paladins are not to use their abilities on innocent people unless it is in self-defense or it is a clear agent or ally of Ralios. On that same note, do not kill any innocents regardless of abilities used or not. Torturing innocents counts in this as well.
V.
- A servant of The Endless Depths does not assist allies or agents of Ralios. Standing by and watching these acts is just as bad as participating in them.
I.
- The only wars servants of The Relentless Earth know are against themself and those who would needlessly destroy life. Paladins do not engage in wars and avoid being pulled into politics unless needless death and destruction are the result. The only exceptions to this law are when a paladin’s area is directly affected by a warring/raiding party or the foe they will face is directly someone who would destroy without thought.
II.
- Paladins are to be as one, facing threats before them alongside others of the same mind. The servants of The Relentless Earth cannot attack and/or kill fellow paladins. If a duel is declared with rules then this law is ignored during the duel.
III.
- A Paladin may not gain from the use of their Mortal Arts. That is to say, taking money for connections, artifacts or abilities. To do so is considered sacrilege and punishable. Rewards must be denied if they are for the performance of a Paladin’s duties. Donations to a Paladin's Order are accepted.
IV.
- The enemy is to be defeated and the innocent are to be protected. Paladins are not to use their abilities on innocent people unless it is in self-defense or it is a clear agent or ally who would dash life to the side. On that same note, do not kill any innocents regardless of abilities used or not. Torturing innocents counts in this as well.
V.
- A servant of The Relentless Earth does not assist allies or agents of Ralios.
I.
- The only wars servants of The Lady of the Skies know are against themself and boredom. Paladins do not engage in wars and avoid being pulled into politics unless they receive a sign from Aphion (silence is a no). The only exceptions to this law are when a paladin’s area is directly affected by a warring/raiding party or the foe they will face is directly an agent of the other Elementals.
II.
- Paladins are to be as one, facing threats before them alongside others of the same mind. The servants of The Lady of the Skies cannot attack and/or kill fellow paladins. If a duel is declared with rules then this law is ignored during the duel.
III.
- The enemy is to be defeated and the innocent are to be protected. Paladins are not to use their abilities on innocent people unless it is in self-defense or they receive a sign from Aphion (silence is a no). On that same note, do not kill any innocents regardless of abilities used or not. Torturing innocents counts in this as well.
IV.
- A servant of The Lady of the Skies does not assist allies or agents of the other Elementals unless they receive a sign from Aphion (silence is a no).
Those that recieve their Paladin powers from a Celestaial follow the The Seven Sacred Tenants.
The current Fey Monarch decides the laws to be followed personally for each Paladin.
Pact
A Paladin who seeks to further the connection between them and their Divine may perform the Pact of Order, a devout path which almost the most virtuous of Paladins 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 Paladin must swear a specific oath to live by that remains in line with their previous Laws. Paladins offer up this oath to their Divine to further their power. These must be offered at a shrine or directly to them.Oaths
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 oaths:Law
- The law is paramount. It is the mortar that holds the stones of civilization together, and it must be respected. Paladins may not break the laws of a city, nation or village they are in.
Useable by: The Divine Son, Vilias
Honesty
- A Paladin must not lie or cheat. Their word is their promise.
Useable by: The Divine Son, Qhethys, Ralios
Honor
- A Paladin must treat others with fairness and let their honorable deeds be an example to them. They must do as much good as possible while causing the least amount of harm.
Useable by: The Divine Son, Qhethys
Duty
- A Paladin must be responsible for their actions and their consequences, protect those entrusted to their care, and obey those who have just authority over them.
Useable by: The Divine Son, Qhethys, Ralios, Vilias, Gandhor,
Restitution
- If a Paladin’s foes wreak ruin on the world, it is because they failed to stop them. They must help those harmed by their misdeeds.
Useable by: All
Those who follow a Powerful Celestial must choose one of the Celestial Laws.
The current Fey Monarch decides the possible oaths to be made personally for each Paladin.
Paladin Aura
A Paladin’s aura radiates from their body, seeming almost like light but instead of pushing away darkness a Paladin aura radiates energy that touches the things around it. The aura is stifling and gives the feeling of being intimidated by a serious father, as well as makes supernatural creatures uncomfortable and passively increases the courage 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. Paladins are immune to each other's aura.-=-
The Four Ranks
To judge the progression of a Truthseeking Paladin, 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 Paladin |Deific Smite, CastleAdept Paladin |Detect Evil or Good, Deific Spear
Expert Paladin |Hallow, Shout
Master Paladin |Command, Exalted
-=-
Truths
Spells
Truths are the spells that lay in a Paladin’s Arsenal, centered around the use of fighting and combative techniques.[ Deific Smite ]
Rank: 1 | Description: The most basic and symbolic of Truths a Paladin may utilize, this allows them to imbue their weapon with light of their divine. The weapon is hastily covered in an affect befitting their faith, and will carry more force behind its strikes.- Branding: A Paladin's blow on block or hit places a brand on a being/object, allowing them to keep track of those invisible. The brand lasts for 3 rounds.
- Staggering: On a hit, a Paladin’s weapon knocks or places a foe in a kneeling position. Being hit or blocking while in a kneeling position places them prone.
- Delayed: On a hit, a Paladin’s weapon delay's a person's turn in the initative order,a s their mind and body are shaken.
- Stunning: Add the effect of a target's muscles locking up on hit, preventing offensive actions on a hit for 1 round.
- This spell ends when the weapon leaves the Paladin’s hands.
[ Castle ]
Rank: 1 | Description: By becoming a moving castle a Paladin can become immune to spells or effects that would impede their movement while increasing defense and lowering movement. A translucent affect fitting their divine of worship envelops them.- This spell can only be cast on the Paladin themselves, once this is done a Paladin’s body and their libs cannot be moved without their consent and cannot be stunned, but can still sustain damage.
- Resistant to slashing, piercing and bludgeoning damage.
- This lasts for 2 rounds.
- This spell takes one action to cast.
[ Detect Evil or Good ]
Rank: 2 | Description: A Paladin’s foes are numerous as there is no end to beings who would bring chaos to the Mortal Plane. A Paladin may pull forth power from their divine and sense creatures from other planes or their influence.- This spell is cast on the Paladin themself and allows a Paladin to know if there is an eldritch, celestial, elemental, fey, demonic, Voudr ( and by extension Nachzehrer) or undead creature or influence within 10 blocks of them but not who or which specifically.
- Similarly, they know if there is a place or object within 10 of them that has been magically consecrated or desecrated.
- Creatures sealed in things counts as an influence.
- Demonic Corruption (or any corruption) counts as an influence.
- Boons or blessings counts as an influence.
- This spell counts as a free-action included in movement to cast.
- A Paladin does not know where the feeling of influence is coming from.
[ Deific Spear ]
Rank: 2 | Description: The second instance of a Paladin calling upon the power of their Divine. A Paladin may launch a projectile of their divine's energy towards a target.- Branding Spear: A Paladin's blow on block or hit places a brand on a being/object, allowing them to keep track of those invisible. The brand lasts for 3 rounds.
- Stunning Spear: Add the effect of a target's muscles locking up on hit, preventing offensive actions on a hit for 1 round.
- Ranged Spear: Increase the range to 30 blocks.
- Staggering Spear: A Paladin’s spear knocks or places a foe in a kneeling position on block or hit. Being hit or blocking while in a kneeling position places them prone.
- A Paladin may emote firing an arrow of their divines energy instead of a spear for aesthetic purposes but must fire it on the third emote and still may add additional effects to it.
- This spell takes one action to cast.
[ Hallow ]
Rank: 3 | Description: A Paladin's ground is their own and they may ensure that those who are not worthy cannot stand upon it. By blessing the ground beneath their feet with the power of their divine a Paladin can temporarily create hallowed ground.- A Paladin places their hand on the ground or touches it with their weapon to infuse the area around it with holy power. The area is 7x7 with the Paladin at the center. The affected area is subject to the following Effects:
- First, a Paladin may choose if Celestials, Elementals, Fey, Demons, Eldritch and/or Undead can enter the area or not. After choosing such they may decide if specific characters are allowed to enter or not (this could be based off of individuals or those who worship a specific deity or live in a certain place etc.).
- Second, they may bind an extra effect below to the area. When a creature that would be affected enters the spell's area for the first time on a turn or starts its turn there, it is affected.
- Daylight: Bright light fills the area, enough to push back magical darkness and to see clearly. Does not count as sunlight.
- Energy Protection: Affected creatures in the area have increased resistance to a type of damage. This could be Elemental, Deific etc. but cannot be bludgeoning, piercing, or slashing. The resistance will cause wounds produced by the damage to be lessened slightly. For example, being burned via fire will require 1 emote longer to occur, but the creature will still feel pain. A Paladin can designate whether the effect applies to all creatures, creatures that follow a specific deity or leader, or creatures of a specific sort.
- Silence: No sound can emanate from within the area, and no sound can reach into it.
- This spell takes 2 actions to cast and requires 3 Favor.
- Lasts for 4 rounds.
- Nachzehrer and Lycanthropes may enter this ground unless they are specifically told their character cannot enter.
- Some event creatures may force their way into a Hallow ground but will certainly suffer some sort of effect.
[ Shout ]
Rank: 3 | Description: A Paladin takes on the sources of evil and chaos ahead of all others, taking the pain and harm onto themselves. Paladins can shout at a target or select a few, startling them. Causing them to direct spells and/or attacks towards the Paladin or causing them to hesitate.- This spell can be cast for an interruption action or a normal action and has a range of 50 blocks. The shout can affect up to 4 targets. distracting them. These targets are chosen by the Paladin at casting. Those affected must immediately emote whether the attack or spell is redirected towards the Paladin or delayed enough for their target to defend themselves or evade but not attack.
- The Paladin may sound like a predator of some kind.
- The Paladin does not require line of sight.
- The emote MUST be done in shout.
- Against animals or low intelligence creatures this serves as a form of “taunt”, drawing attention to them.
[ Command ]
Rank: 4 | Description: A powerful Truth a Paladin may access. As their gods are all facets of the God of Order they may command beings with varying degrees of success. This truth is not to be misused and one should remember the laws of a Paladin before they use it. A Paladin infuses their throat with the power of their faith and whether they can speak or not can command a creature to do one thing with one word.- A Paladin speaks a one-word command to a creature they can see within 20 blocks. The target must roll a 1d20 and receive a 19 or 20 to resist the command. If they do not, they follow the command immediately ( they emote the order, this does not disrupt turn order). The spell has no effect if they do not understand the Paladin’s language, or if their command is directly harmful to it. Examples of commands:
- Approach: The target does not dash but uses their block speed to move toward the Paladin by the shortest and most direct route, ending its turn if they move within 2 blocks of them. While moving they may use actions.
- Drop: The target drops whatever it is holding. They may continue to move as they like but must drop what they are holding and choose what is to be dropped.
- Flee: The target spends its turn moving away from the Paladin by the fastest available means. The target does not dash but uses their blockspeed. While moving they may use actions.
- Grovel: The target falls to their knees.
- Halt: The target doesn't move but may still take actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.
- This spell consumes five instances of a Paladin’s Favor, rather than one.
- Requires 2 emotes.
- A target cannot be commanded again for 4 rounds after being commanded.
[ Exalted ]
Rank: 4 | Description: The final Truth a Paladin may access, this allows them to channel the power of their divine throughout their body, enhancing their capabilities. They are hastily covered in light-reflecting their faith that fades slightly but remains around the Paladin as their eyes begin to glow. The Paladin surpasses many of their bodily limits as they become an exalted warrior of their faith. On casting the Paladin immediately enters Exalted state. They may move their normal block speed regardless of armor, they are immune to fears and charms, they receive the positive effect of Castle Stone, their body and weapon have the effects of Deific Smite and they may cast Deific Spear for 0 favor cost. This lasts until they leave Exalted state. The Paladin appears enveloped by mist that rises off of them in the color of their faith, that seemingly disappears after they leave the Exalted state. When the spell ends, a Paladin must rest in place, using no actions for 1 round. Redlines:- This spell consumes five instances of a Paladin’s Favor, rather than one.
- A Paladin may be in Exalted state for up to 3 Rounds but can leave earlier.
The Paladin Orders and Sacred Sacraments
Paladins are not required to do so, but those who seek further understanding of the powers granted to them and the powers they serve often form into an Order. 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 Paladinss within their respective Union. Deific Smites for instance, allows all Order Paladins to enchant each other’s weapons with the spell while within 6 blocks of each other. A Paladin may hand a Deific Spear to another Paladin of the same Order. Exalted can place another Paladin in Exalted state for 4 Favor instead of 5. Lastly, a Paladin Order gains access to new abilities referred to as their Sacred Sacraments, provided the Order exists with at least three Paladins of Master Rank or higher. On casting any of these abilities, a total of three Favor must be spent from their now collective pool. None of these spells may be performed in the midst of combat, though may have adverse effects on it after the initial casting.[ Paladin Hold ]
Rank: 1 | Description: Paladin Hold is the first of the Sacred Sacraments available to a Paladin Order. This Truth is considered to be the most basic of all of their abilities, as the Paladins come together to channel their favor into the area, helping to create a home for their newfound Order. Mechanics: By casting this over a normal area an Order may classify the area as a temple. A Paladin Order may only have one. By achieving a trial set out by a supporting divine with 6 Paladins within the Order, they may upgrade the temple into a sanctuary. Temple: While within a temple or within 10 blocks, Paladins heal in half the time while resting.
- May not be performed in the midst of combat.
- Costs 3 Favor.
- An ET/LT 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 Cleric’s Sanctuary but the effects against Warlocks, Witches and Darkspawn do not stack.
[ Rally of the Faithful ]
Rank: 3 | Description:In the midst of chaos it is the Paladin’s duty to stand as a pillar of order and hope. Paladins may channel their divine energy into one amongst their ranks to create a flag in their hand or on their back. When this divine flag is planted all of the Paladin’s allies feel their exhaustion fade and their fears pushed away. Mechanics: For 4 Favor a group of Paladins in the same Order may conjure a flag within the possession of one of them. The flag has until (the number of Paladins that helped + 1) to plant the flag on the ground. Once it is planted it lasts for the same amount of emotes and its effects begin. All Paladins of the same Order and their allies feel no exhaustion. Any movement towards the banner has +1. Those within 4 blocks of the flag are immune to supernatural fear. Once the banner fades the effects of exhaustion return to the Paladins and their allies. For 5 Favor the flag or banner can be placed and then moved while carrying its effects. Redlines:- The flag has until the (# of Paladins that channeled + 1) to be placed. If not placed 1 Favor is expended.
- Once the banner is placed the effects are immediate and last until the # of Paladins that channeled + 1.
- The Paladins decide what an ally is. If even one Paladin considers someone to be an ally they are affected, a change in this status, while the spell is in effect, must make sense.
- While participants may not feel exhaustion they are still able to pass out from it.
Summary
Paladins offer a range of divine spells, and a unique system of liturgies and rituals which offer to help delve into the holy damage dealer archetype of regular devout Truthseeekrs. Accomplishing such throughout their strict following of tenants, and oaths. 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 Paladin magic, 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 Paladin 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.
Remove these ads. Join the Worldbuilders Guild
Comments