Difference between revisions of "Mists of Xan"
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+ | ! Mist Healing: Purging - Non-Combative | ||
+ | |- | ||
+ | | '''Mist Healing: Purging''' | ||
+ | Non-Combative | T3 | ||
+ | Emote Requirement: 5 Minute Cast RP | ||
+ | '''Description''' | ||
+ | <br /> | ||
+ | While a Paladin’s healing is not a replacement for any kind of doctoring, Paladin’s excel in the art of purging blemishes upon a descendant’s mind, body, and soul. The direct flow of mists into the victim in question causes extreme agony as the foul magic in question is seared away before being replaced with a soothing sensation of a fatherly warmth. Curses or hexes of any sort take heed to this ability as this is where the Paladin’s light shines true. | ||
+ | |||
+ | '''Mechanics''' | ||
+ | <br /> | ||
+ | Paladin is capable of utilizing their mists in order to cleanse most purges. This requires the Paladin to be within one block of the cursed individual, and for them to either be unable to fight back, or they simply chose not to. If any attempts at fighting against the Paladin are made properly, then the spell will instantly fail. For the most part, this spell is based off the lore of what it functions off of - I.E. A Dark Magic lore stating an ability may be purged/cleansed by Holy Magic. If they give specific descriptions on how, then that must be followed. A few things however, need further defining: | ||
+ | |||
+ | |||
+ | '''Shades''' For shades up to T3, with OOC permission, the shade within them can be fully removed based on the requirements stated in the Shade Lore. Without OOC consent to purge a shade, however, they can have their magic sealed by a singular Paladin for up to 5 days. A T1-3 shade has their magic locked at T1. A T3-5 shade has their magic locked at T2. For purging Shades, Paladins do not have to be at T4-5; any Paladin who has learned this spell counts as one of the 1-3 Holy Mages necessary(based on Shade Lore still). | ||
+ | |||
+ | '''ET Curses''' This is entirely up to the ET in question. It should be noted that the use of Purging is one of the most versatile abilities of a Paladin in the sense that it covers mind, body, and soul. An ET can easily exclaim that a curse either vanishes at the meer touch of a Paladin’s Mist, or that it takes multiple Spell Slots to use, or they could simply say no. This is one hundred percent up to the discretion of the ET in question. | ||
+ | |||
+ | A final note for Purging is that a Paladin cannot use this to ‘test’ people. That is to say, the Paladin must be sure of what the person is and cannot be taking a guess, or simply have heard rumors and are attempting to make sure. The mists only function when the Paladin is certain of what they are doing. | ||
+ | |||
+ | '''Specific Red Lines''' | ||
+ | <br /> | ||
+ | - OOC Consent is required for some of them, stated in their given lore. | ||
+ | |||
+ | - If a curse does not state that it is purgeable in its given lore, then the answer is assumed no unless the LT/Loreholder says otherwise. | ||
+ | |||
+ | - Purging removes the curse in question. It does not heal the effects of the curse. I.E. A curse that causes one to randomly generate wounds can be removed, but the already existing wounds remain. | ||
+ | |||
+ | - Cannot purge natural ailments such as disease, nor physical such as poison! They aren’t curses. | ||
+ | |||
+ | - No using this for “Spook Testing.” | ||
+ | |||
+ | - To be “Certain” of someone being a ‘spook’, you must have either seen them cast such magics yourself, heard them admit to it themselves, or to be told from someone who has done likewise. | ||
+ | |} | ||
Revision as of 04:25, 16 April 2020
The Mists of Xan is the magic used by Paladins.
Contents
Overview
History
The history of the Order and how the origins first start is a tale unlike others, which was eventually forgotten with time. Of truths foretold and blasphemous acts created within the divines themselves. Though to state that all Aengul/Daemons are perfect is a flawed concept in and of itself. For their very views and influence upon the realm of mortalkind is a prime example of such imperfections, as they tend to their own devices or ways of power. Yet here at the beginning of this story falls upon an Aengul that descended down for a time. A time of which, the fabled Isle of Sheerok fell into darkness in the aftermath of the Betrayer’s war. It was a place of desolation where the once beautiful scape of a vast forest and fields of crops that held such a divine light from the Sun itself, turned into a barren waste of death and disease. It was here where the Aengul decided to descend, for this place, for those that knew him, praised and served him. It was then the chance encounter of the siblings Zyanna and Hilan occurred. Whether it was faith that decided or a mere chance, the Aengul took notice in the siblings that day. Splitting two of the four wings from his back, he infused each into Zyanna and Hilan, becoming the first paladins in existence.
But Xan’s purpose was not fulfilled, far from it. His next act caused a brief strife with his war-brother Tahariae, the Aengul of Purity, who forbid him from influencing the mortal realm further. A warning that Xan did not follow and with his arms opened wide, broke the desolate clouds that hung over the cursed Isle of Sheerok. Rays of sunlight and warmth poured through and the land was cleansed of the blight that had befallen it. It was then that the Isle became the home of the paladins of old and for several generations to come.
Yet with such a tale of hope, tragedy was soon to follow. During that brief time of the Lord of Sunlight being on the mortal realm, he met with Zyanna privately and eventually she birthed a child that was then hidden away. It was after this that he ascended back to the divines, and Zyanna sought a way to find him again. Five or so years passed since that day and with her travels she came upon a mountain side where she erected a tower so that she could eventually communicate with the Aengul. It was there that Gudour, The Night Terror, found her. Upon the next morning, her followers found the paladin encased in an crystal-like ebony shield. A sword straight through her heart under the bewitched spell of the Drakaar.
Zyanna could never find peace and rest again, and such was that the heavens cried out in rage and anger. The wrath of the Sunlight Lord was unlike that which the realm would see, as Hilan took up arms and the paladins became the first Dragonslayers. Species upon species of Dragur’s broods were hunted down and destroyed. The hunting of such mighty beasts lasted for eons to come and as well, became a starting point for what was seen as ‘Order’. It was here that Sol Invicta, the first born of Zyanna Athna and the Aengul of Order and Guardianship, rose up and became an instrument for her father’s wrath. His words gave her life and with her raw power of Order, she set forth to wipe out the dragonkin to near extinction. Her mother’s legacy of the Isle of Sheerok she protected and called home. There her followers protected the sacred area and with the Guardian’s Grimoire, fabled Tome of the Power of Xan, Sol Invicta transported the island to hide it away from all those that seek its destruction.
Yet despite the achievements of Sol Invicta and the removal of such dangerous foes from the world, all was not well with her view of ‘Order’. The Aengul Xan would see his mistake, when Sol Invicta began her own crusade against all which besmirched her vision of perfect Order upon the realm. She became a Tyrant that raged war and destruction to warp the world into her vision for it. Thus as the sapphire mists had developed her very soul with the use of the Grimoire, the Demi-God was struck down. Her body was torn azure by the raw power of Xan and she was cast down, falling into the deepest parts of the Abyss. There she was thought dead, but unbeknownst to even the Aengul himself, she survived.
It was then the Aengul saw the errors of his daughter. The concept of pure Order had cast away what devotion and love he had for mortalkind. Thus Guardianship truly took form and both views became one. From that point on, many events occurred throughout the history of the paladins. Abilities and ways of using the magic were created, while older ones were lost to the pages of history. The battle of Setherian among such achievements and even the war and conquering of Asura’s realm with the fall of the Daemon was done and had come to pass, as well as the attempt on Aeriel’s realm for the position of Archaengul. Yet that in the end was met with a failing and eventual retreat of Xan and his forces.
History became a place of stories and rumors surfacing, and so the passing of time would eventually come to the recent centuries and decades, of what the Paladin Order had become. It was clear with the lacking of servants, that instead of distain or dismay, the realm was, as a whole, changing. Thus the Aengul of Order and Guardianship saw fit to shift the magic of his servants once more. Their roots were long forgotten and it was time to give the knowledge and wisdom back. To invoke purpose in what they once were and find the meaning for them in this changing world.
Description
The Paladins exist as Holy Mages drawing their power from the Aengul of Order and Guardianship, Xan. Upon making a connection to their patron, a Paladin has a sapphire ember born within their soul, acting as their direct link to their Patron. This ember gives off smoke, in its own sense, come to be known to the Paladin as their ‘Mist.’ These Mists may either be the colors of Emerald, Gold, or Silver[More in ‘Aura’ under Abilities]. The magic itself is created through the Paladin by the controlling of these Mists to form their spells from.
It is inevitable with this magic and the raw power that flows through the paladin’s form that the paladin’s body suffers to some extent from overuse of the abilities they emit and perform. Even the Aengul of Order and Guardianship cannot undo the effects of his might and power that is felt within the magic itself. Thus in turn, a variety of effects can start to occur should the paladin over exert themselves. The only spells that seems to otherwise not effect to such a degree are the given Abilities[Found under ‘Abilities’ Section].
To cast their spells, a Paladin is utilizing their Mana in order to control the Mists and form such into varying effects. At the same time however, they are feeding small portions of their mana to the ember in which their Mists derive from. This causes it to grow throughout a Paladin’s casting, not entirely under control and beginning to take its harm upon their body. Upon casting their first spell, the Paladin’s body begins to ache some. With the second cast used, their body begins to strain and muscles begin to feel sore. When the third spell is cast, the Paladin’s skin begins to flake and the sensation of heat is felt along their flesh as well as their muscles continuing to feel strained. As the fourth cast is spent, the paladin’s body starts to be covered in various hefty burns across their body. Upon the fifth, the Paladin is now entirely incapacitated and covered in burns, unable to function any longer and now must rest for the duration of the encounter
Creed
Additionally, all Paladins must follow a given Creed; rules laid down by Xan for his servants, detailing their relation to various topics and acting as a guideline. For a Paladin to break one of these Creeds is a serious crime. Though punishments exist beyond disconnection, it is possible to disconnect a Paladin once they’ve broken one. The Creeds are as follows:
The light is the fire in our hearts, the light is the wrath of Xan, the light is the Creator’s glory manifest, and with it we burn away the shadow, cleanse the darkness and all the taint within. The power of Xan is not used lightly, nor ever against the Descendants save for those corrupted and turned against their brothers. We wield the Light only in defense of them, only in service of Xan, or against those once-children of the Creator whose hearts have been made blackened ash, and turned to darkness. Never shall the light of Xan be used against a descendant, except in the most extreme of cases of those poor souls misled by the evil present in all hearts. And yet so all attempts shall be made to cause no permanent harm, all instances of such reported to the rest of the Order.
- Do not use your holy abilities on innocents except in self-defence or its clear intent said person is a threat to others. On that same note, do not kill any innocents regardless of abilities used or not. Torturing innocents counts in this as well. People are no longer ‘innocent’ upon either breaking a law in their given area, or otherwise causing harm unto another who has not done the same. Dark Magics and Creatures are excluded from this and instead placed in the Third Creed. Other Paladins are included in this, and should not be attacked or harmed lest an honorable duel be declared and upheld.
While it’s said that the Order protects all Descendants from foulness, using the magic given to them by their patron, it should not be confused with offering said magic to just everyone. There’s a difference between selling divine artifacts for personal gain and teaching those willing of paladinism. Offering divine artifacts in such a manner, whether it is trading in coin, power or favors, is strictly frowned upon and shall not be tolerated by either the Order or its patron.
- Do not sell out your deity. This obviously meaning giving connections, deific artifacts, and/or abilities for money, favors, or personal gain. Donations or praise rewards given are fine, but not the sole reason for doing your duty.
When faced with the Dark, of Creatures or Magics alike, a Paladin must remember that their first and foremost duty is to defend innocents. The option lay to interpret this as offense in the sense of hunting the vile, but they must not forget the roots of their cause in their pursuit. As such, they need not actively hunt and seek out the dark and vile, unless such is attacking another innocent.
- Paladins are not required to actively hunt the dark, but they must side with innocents above them in any conflict between the two. If a Paladin does opt for the zealous approach of hunting the dark however, they will not receive punishment for it, but neither will their brethren be required to aid them in their pursuits.
Tier Progression
Tier 1 |
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Tier 1
Description
Abilities
Spells
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Tier 2 |
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Tier 2 (3 Weeks)
Description
Abilities
Spells
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Tier 3 |
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Tier 3 (1 Month)
Description
Abilities
Spells
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Tier 4 |
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Tier 4 (2 Months)
Description
Abilities
Spells
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Tier 5 |
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Tier 5 (4 Months)
Description
Abilities
Spells
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Redlines
Paladinism has a number of set rules that must be abided by and noted. This section will serve to state all the necessary red lines a non-paladin(and paladins as well) should note to assure that one is not powergaming against them.
Paladins have 5 Spell Slots, only able to regenerate them outside of combat.
• A Paladin Enchantment may only be used once per encounter.
• Paladin healing is stabilization only. Be sure to clarify this in your emote or OOCly.
• Paladin wounds caused from their own casting cannot be healed except through the regeneration of their Spell Slots. Other wounds heal normally.
• Wardens of Xan are progressively stronger near their Chanceries. When fully away, they’re an average joe in strength.
• Paladins must obey their Creeds, resulting in possible disconnection if they fail to do such.
• Recovery Time to regenerate Spell Slots is 30 irl minutes after the conflict encounter ends. The injuries sustained by the Spell Slot negative effects cannot be mended by any other methods and begin to fade when the paladin begins to rest after said encounter.
Upon casting their first spell, the Paladin’s body begins to ache some. With the second cast used, their body begins to strain and muscles begin to feel sore. When the third spell is casted, the Paladin’s skin begins to flake and the sensation of heat is felt along their flesh as well as their muscles continuing to feel strained. As the fourth cast is spent, the paladin’s body starts to be covered in various hefty burns across their body. Upon the fifth, the Paladin is now entirely encapacitated and covered in burns, unable to function any longer and now must rest for the duration of the encounter.
Spells
Holy Affinity Melee - Combative |
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Holy Affinity Melee
Combative | T2 Emote Requirement: 2 Description
Mechanics
Specific Red Lines
- Extra damage is dealt as though the metal was scorching hot, growing more effective the more it is used. Upon the strike hitting exposed flesh or causing flesh to be exposed, first degree burns would be left directly around the wound, though not cauterizing it. With the second strike and then after in the same location, the weapon will leave behind second degree burns. Armor such as leather, chainmail, plate, etc can negate this effect as long as flesh isn’t exposed when the weapon strikes. - This must be used on a weapon. Gauntlets count as weapons if you’re punching someone. - There is a clear visual effect to this, as well as every other spell in Paladinism. The aesthetic of which is up to you, though with some limitations. In essence, the magical appearance should spread no more than 3 inches from any surface of the weapon. They may not take the appearance of living matter, either. Things such as glowing edges, glowing in general, magical ‘veins’, fire, electricity, etc, are all fine. - Upon the third successful burning strike of the Holy Affinity enchantment, the ability then starts to fade from the weapon itself as having now expended its xannic energies. - Once the ability’s effects have faded, the paladin must use another spell slot and correct emotes to activate it once again. This includes with the paladin not physically holding the weapon any longer and needing to recast. |
Holy Affinity: Ranged - Combative |
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Holy Affinity: Ranged
Combative | T2 Emote Requirement: 2 Description
Mechanics
Specific Red Lines
- Scorching done by these arrows will leave first degree burns around the wound after two emotes. Upon the fourth emote, should the arrow still remain within the target, it will cause second degree burns. These effects only apply should it penetrate the flesh successfully. Removing the arrows would be the same as regular arrows of its make and design. - The type of ammunition used is up to the Paladin. I.E. weighted arrows, so on so forth. - The Paladin’s own burns exist regardless of whatever protection they wear on their hands. - These arrows must appear as the type they are meant to mimic, with a translucent appearance with the Paladin’s aura. They may have additional aesthetic effects as written in Holy Affinity: Melee - The emote time for this is specifically for summoning the ammunition. Loading/Firing must be done as with any ammunition and rules on the server. - For siege weaponry, only one ammunition can be summoned at a time to use and will take up a Spell Slot for each one conjured there after. |
Ambuscade Rune - Combative |
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Ambuscade Rune
Combative | T2 Emote Requirement: 6 Description
Mechanics
Specific Red Lines
- The side of the rune is 3 by 3 inches at minimum, and 5 by 5 inches at most. - These runes may only be placed upon the floor. - Max of two traps can be laid at any given time, expending Spell Slots and casting time accordingly. - The paladin must be in the area to keep the traps maintained. Once left or focus lost, the traps immediately disperse. - Must have an OOC sign stating the traps were set in the area. To avoid metagaming, it doesn’t need to state specifically what block. Just because an OOC sign is placed in the general area, any knowledge known of a hidden trap not found out legitly IRP is considered metagaming. - The traps in question are only a stun. Cannot harm those caught in the trap. A max of 4 emotes rounds before the trap disperses. 2 emotes rounds if the person successfully strikes the trap with a strong weapon. Aka, a mere dagger isn’t going to do it. - The trap only stuns the lower half/legs of a given person or creature. This doesn’t stop them defending themselves. - The size of the rune is 3x3 inches at minimum, 5x5 at most. - These may only be placed on the floor. |
Guardian’s Bulwark: Shield - Combative |
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Guardian’s Bulwark: Shield
Combative | T3 Emote Requirement: 4 Description
Mechanics
Specific Red Lines
- Shields are, in the case of this spell, namely ones worn along the arm ONLY. Such as a heater shield, kite shield, etc(Whereas Bubble Shield is as the name implies; a dome around you and not contacting you). You cannot remove them or move them once they are made except by dispelling the magic entirely or having the shield break. Any shield made will be transparent and aura-colored. - Shields are immune to magical attacks such as voidal fire, dragon’s breath, lightning strikes, poison spits, etc. Physical attacks are actual strikes against the shield with objects, projectiles, and/or body parts. Magical attacks that are not energy-based, such as earth evocation, combustion, etc, also hurt the shields. If unsure, contact a LT. - For further definition on ‘attacks’, the shield is namely immune to energy itself, attack or not. But that doesn’t mean it dispels the energy. Fire would hit the shield but wouldn’t heat it, lightning would glance off, etc; the shield can take it but cannot make it disappear. Additionally, projectile arcanism spells harm the shield as though a solid blow, but the force of it gets negated due to the energy-base of the magic. - Cannot have both Guardian’s Bulwark: Shield and Mist Weave Armor up at the same time. Must be one or the other. One would disperse if attempt on summoning the other. - Shields can take 3 blows with ease. Upon blocking the fourth, the explosive force occurs. It must be clear that the shield is nearing its end as this draws closer, and progressively grow cracked from the first hit onwards. |
Mist Healing: Purging - Non-Combative |
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Mist Healing: Purging
Non-Combative | T3 Emote Requirement: 5 Minute Cast RP Description
Mechanics
Paladin is capable of utilizing their mists in order to cleanse most purges. This requires the Paladin to be within one block of the cursed individual, and for them to either be unable to fight back, or they simply chose not to. If any attempts at fighting against the Paladin are made properly, then the spell will instantly fail. For the most part, this spell is based off the lore of what it functions off of - I.E. A Dark Magic lore stating an ability may be purged/cleansed by Holy Magic. If they give specific descriptions on how, then that must be followed. A few things however, need further defining:
ET Curses This is entirely up to the ET in question. It should be noted that the use of Purging is one of the most versatile abilities of a Paladin in the sense that it covers mind, body, and soul. An ET can easily exclaim that a curse either vanishes at the meer touch of a Paladin’s Mist, or that it takes multiple Spell Slots to use, or they could simply say no. This is one hundred percent up to the discretion of the ET in question. A final note for Purging is that a Paladin cannot use this to ‘test’ people. That is to say, the Paladin must be sure of what the person is and cannot be taking a guess, or simply have heard rumors and are attempting to make sure. The mists only function when the Paladin is certain of what they are doing. Specific Red Lines
- If a curse does not state that it is purgeable in its given lore, then the answer is assumed no unless the LT/Loreholder says otherwise. - Purging removes the curse in question. It does not heal the effects of the curse. I.E. A curse that causes one to randomly generate wounds can be removed, but the already existing wounds remain. - Cannot purge natural ailments such as disease, nor physical such as poison! They aren’t curses. - No using this for “Spook Testing.” - To be “Certain” of someone being a ‘spook’, you must have either seen them cast such magics yourself, heard them admit to it themselves, or to be told from someone who has done likewise. |
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