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Yveriidia |
Furcadia |
Divine Magic Magic that is entirely faith based. The Cleric will call upon his aligned power in the Holy Realm to funnel divinity into the physical world. Light Magic Magic that is based in the Light Element. This will be used to augment, create, or manipulate light in the world. Restorative Magic Magic that is based on restoration of life, function, and ability. This is used to heal beings and energies of all types and makes. Arcane Magic Magic that is based in general focus and is otherwise neutral. These are often supplementary skills for any caster. |
Holy Spells
Bless - The removal of curses, cruxes, temporary, and permanent afflictions become possible through divinity, faith, and magic. This spell is usually not combative, though can be used to debilitate enemies in battle.(4/6+ Prep Spell) Holy - The Cleric can augment any spells within his knowledge and casting ability to have a blessing of holy power for particular effects. (Spell Modifier - Channeled - At Will) Heaven's Armory - Calling upon his Holy Powers, Tillius will invoke various weapons to manifest of both Heavenly and Light based energies. These weapons are independent and serve to aid the Cleric and his allies in battle. (3/5 Prep Spell - Stronger or More Weapons with Additional Preps - Lasts 3 Rounds) Rally - Winning the spirit and hearts of friends and allies on the battlefield, and striking fear into his opponents and enemies, this spell will cause allies to strike harder, more efficiently, or be more aware on the field; similarly, enemies will find their strikes missing targets easier and feeling more prone to fleeing. (1/5 Prep Spell - Effects Gets Progressively Stronger)
Light Spells
Illuminate – A bright light that is manifested from either the Cleric or an item of worth. This spell can be imbued upon objects to make them glow permanently with a powerful white light. With more preps, even when focus is broken, the light will remain.(1/6+ Prep Spell - Channeled - At Will) Light-Step - When Light is present, Tillius can use it as a venue to walk through and essentially dissolve himself entirely into light energy. (3 Prep Spell) Orbs of Light - Light energy will manifest in the form of orbs in a chosen area. These orbs of brilliance can be many as they can be singular, large as well as small, and bright as well as dim. (1/6+ Prep Spell – More Preps equals more/larger orbs) Rain of Arrows - One of his most devastating light-based attack spells, this area effect spell has the Cleric "shooting" a large bolt of light energy into the sky that then rains down dozens "Light Arrows" onto a designated area. These arrows are solely designed to impale, maim, and kill foes and enemies on a large scale. (4/6+ Prep Spells) Tangible Light - Creativity behind Light manipulation is pushed to the max; objects, projectiles, weapons, and entirely real looking and feeling items are created. If focus is lost on an item, it will vanish in a time allotted by the number of preps. (1/6+ Prep Spell – Possible Channel - More Preps equals larger objects and longer lasting durations)
Healing Spells
Blessed Hands – This spell will seal up wounds, re-align bones, restore bone integrity, inject health to those lacking vitality, and solve a range of medical issues magically. This pure, neutral magic often takes on the form it needs to for the wounded while specific areas become locked in a “timeless” state to increase natural healing in an unnatural amount of time.(2/5 Prep Spell) Healing Aura – An area affect spell that pulses out a powerful beacon of energy that helps injured individuals; wounds will heal up unnaturally quicker and maladies unexplainably healed. It cannot save someone from death and is designed for spreading healing over a group of allies. (3/6+ Prep Spell) Remove Disease – This spell is designed to removed pathogens, viruses, and other varying sicknesses that are similar to the common cold. This spell has nothing to do with curses and blessings, and only relates to curing physical issues. (2/6+ Prep Spell) Revitalize – A completely natural and unaligned energy will flow through with this spell, intending to ’Revitalize’ the intended target with everything it needs; manifesting blooding, restoring consciousness, giving energy, fixing soil, and near anything else can be done. Oriented effects are specifically designed to have merit on any character, regardless of alignment, creature-ology, or character type, with very few exceptions. (5/6+ Prep Spell)
Arcane Spells
Aegis – Magical Armor, Magical Shields, and Protective Bubbles are all possible to either a specific area or an intended target. This spell casts energy that will do most anything related to protection of life and property.(2/6+ Prep Spell – Higher Preps equal stronger shields that last longer in duration and over larger areas) Bind – The spell is designed to bring two separate things together as one; binding lives, consciousness, energy into inanimate objects, or permanently sealing the fate of foes. This ritual magic may require other casters. (6+ Prep Spell – Ritual Required) Conjure – Summoning up a physical item that is in the Cleric’s permanent inventory, or even at a known location, is the intent of this spell. These items summoned are permanent, tangible items and do not require any more preparations to keep around. (2 Prep Spell) Enchant – Mundane facets of the world are brought into the realm of magical strength through this spell. It is intended to imbue unique characteristics or blessings into mundane objects (6+ Prep Spell – Ritual Required) Explicate – This spell serves as a means to cross language barrier through both written word and spoke text. Primarily designed for out-of-combat scenarios, this will make those of different cultures bond together in their own common tongue through a metaphysical barrier (2-4 Prep Spell – Higher Preps equal longer lasting barriers ) Eye of the Mind- The “All-Seeing Eye” is meant to help others with seeing parts of themselves often locked away or hidden. Purely ritualistic, this spell will connect individuals to their to their own truths hidden away in the deepest, most obscure moments and memories. This magic requires a rune circle to help funnel it. (6+ Prep Spell – Ritual Required) Gifted Sight – A comprehensive metaphysical “scan” spell that allows the user to see much deeper into truths not seen through the naked eye. Auras, internal issues, mental aches… if it is beneath the surface, it is possible it will be seen. (1 Prep Spell – Can be instantly channeled) Levitate – A means to simply levitate off the ground, be it an object, or person. Heavier items, or more items, would require more focus to uplift. (1-6+ Prep Spell – Can be instantly channeled or put under semi-permanent effect) Mask of Osmosis – Purified energy will form around the head of targets as a "Magical Bubble" to allow them to breath through invasive environments, and even underwater. (3-5 Prep Spell) Peaceful Serpentine – A calming spiritual essence will flow forth to try and calm even the most frenzied of beasts. Irate creatures will find themselves undeniably soothed from this spell. (3 Prep Spell) Portal – This spell allows travel through various extra-planar realms and inter-dimensional worlds; a small rip is created in space to allow movement through various locations. (3-6+ Prep Spell – Greater Preps equals larger, longer lasting rips in time/space) Sleep - Traditional ‘Sleep’ spell in any generic Mage’s Book. Intended target gets put into a state of slumber. (4 Prep Spell) Undead Anathema A complex Draconic Spell; easily explained, Tillius becomes a pulsating conduit of energy that repels undead creatures. A “Pulse of Life” will flow from him and reverberate out against the Undead. (3-5 Prep Spell – Each Tier grants greater power) The Breakdown
Higher tiers have stronger repercussions and greater areas of effect, they are :
Effect Roll : At the 3rd prep level, Tillius must roll 1d3 to determine how many Undead, lesser in strength than Tillius, will be effected and permanently removed from the scene.
Effect Roll : At the 4th prep level, Tillius must roll 1d4 to determine how many Undead, greater in strength than Tillius, will be effected and paralyzed.
*Roll of the Dice required!* Success Roll : At the 5th prep level, Tillius must roll 1d3 to determine success or failure of separating the Undead from its attachment to the mortal realm. |