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RoLaS: Tides of Chaos :: Gateway :: Scrolls of Knowledge :: RPG Guide :: Religious Class Information
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 AuthorTopic: Religious Class Information (Read 391 times)
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 Religious Class Information
« Thread Started on Jan 6, 2008, 5:33pm »

--~Religious Classes~--


Acolyte
A member of the order who lies one step lower than the priest in skill and knowledge. He holds minimal power, but can use most light-related spells. The acolyte is known to use staves and other blade-less weaponry.

Light Seal
A wielder of light who forms seals to heal, support, or hinder. As he cannot cause damage with his seals, the Light Seal is also skilled in melee combat. A priest subclass.

Priest(ess)
The generic man of the cloth. The priest can cast all light-related spells that apply to his class, and can wiild generally any weapon he wishes, though he is most comfortable with staves and other blunt armaments. The priest generally keeps to his church.

Preacher (Int.)
An evangelist, the preacher is a traveling priest whose knowledge of the gods and skill with light also comes from experience on the road. He can wield all weapons and use all light magic. Preachers are often struck with wanderlust and are not often content to stay in one place too long, claiming that the will of the Gods must be spread and acknowledged. Preachers are often dedicated to only one deity.

Bishop (Int.)
The rough equivalent of the preacher, the bishop is a mid-level wielder of the light who prefers staying to his church. He can use all forms of light magic, but does not often use weapons. In cases of those, he is most comfortable with the stave.

Apostle (Adv.)
The ultimate disciple of the gods, the apostle can use and cast all types of light magic, as well as use seals. They do not often require a physical weapon, as their aura is powerful enough to keep most low-level shadowfiends at bay. He can either travel and preach or keep to his church.

Paladin
The defenders of light, the paladin is a god-worshiping knight. All paladin are given rigorous training in Elden. Paladin have limited usage of light magic, though they are known to have blessed weapons. Paladin are melee units who prefer a sword and lance with a shield to the use of light. They fight in organized legions often lead by a captain-commander or other high-ranking member of the religious class.

Magic Knight (Int.)
A subdivision of the paladin group, the magic knight is a magic-wielding member of the religious class. He can use magic, as well as wield weaponry, though his skill in weaponry is normally greater than that of his magic. Magic Knights are known to mainly be melee units and are often found in the same ranks as paladin, though they are often looked down upon in the religious society because of their elemental, rather than light-based, magic. Some high-level magic knights are able to use simple religious spells, though the occurrence is uncommon.

Cleric
A member of the religious order who specializes, like the healer, in spiritual, mental, and physical healing. He depends most on the power and will of the Gods to purge toxins from the afflicted, and cure the most deadly of ailments. The cleric is a support-type unit who serves the good and prefers not to fight. Clerics cannot use attack spells, and therefore have a specialized set of spells.

Monk
A member of the cloth who is known for his strict dedication to simplicity. The monk fights with nothing but his bare hands and feet, though he may take a quarterstaff into use. Monks are known to be fierce fighters who are unparalleled in hand-to-hand combat.

Scribe
The religious equivalent to a scholar. The scribe is a very knowledgeable character who prefers his study to the outside world. He is often a pacifist who enjoys more to read and teach others than explore and adventure. The scribe is normally a non-combat unit.
(Other Names: Historian, Recorder)

Seer (Int.)
One said to be both gifted and cursed by the gods whose inner-eye sees with the light of divinity. He is the one that can grasp at the future and fortell of things to come. He is a contained character who often has more bad news than good. The seer does not often become an extremely social character because of the intense emotional stress his visions bring.

Oracle (Adv.)
A powerful seer who has ascended the ladder of divination. He is an extremely accurate seer with the abilities of both pre- and post-cognition. He has a strong hold over his powers, and can almost use his gift at will. He is an extremely contained character with a subdued personality, as his talent is also his ultimate curse.

Spirit Seal (Special Permission Only; Adv.)
Like the Mana Seal, the Spirit Seal disrupts the spiritual flow of both light and dark elements. He disables mortal abilities to cast curses and blessings, and is unaffected by any of them. He does not often fight, but if the Spirit Seal is forced into combat, he is a difficult foe to land a hit upon. The Spirit Seal's aura extends roughly 3 to 3.5 meters in all directions, however, because of this shortened aura, the disruption potency remains generally the same within the regions.
(Other Names: Spiritbane


*Int. - Is a class upgrade. Permission of use will be judged by member behaviour and posting ability by staff.
*Adv. - Same as above.
« Last Edit: Jun 17, 2008, 6:27pm by « . a u d r a . » »Link to Post - Back to Top  IP: Logged

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 General Religious Spells
« Reply #1 on Jun 17, 2008, 6:45pm »

Note: Since Paladins are mainly melee-type fighters, their spells augment their fighting; they don't take the place of the fighting. But Paladins can cast spells from a distance. They prefer to use spelled-weapons, mostly blessed by deities to grant them a certain ability.

----------------------------------------~----------------------------------------
These are general spells usable by all ranks of the clergy.
As with all spells, those listed here grow more powerful and potent
with each level advancement.
Class-specific spells are located in the posts below.
(still under construction; PM an administrator if you have questions)
----------------------------------------~----------------------------------------


Level I
Illuminate
A circle of light surrounds the caster; its effects and usage are similar to that of magelights - to 'illuminate' the area within the light. It also has a mild damaging effect against dark creatures.
Cure --
Heals small wounds; its effects and usage are similar to that of Heal.
Courage --
Boosts morale and dispels effects of spells that induce fear; temporarily raises strength of a given target.
Guidance --
Summons a faelyr, a small being of light, to guide the caster to a specified location.
Light Shield --
Casts a small shield of light; its effects and usage are similar to that of magic shields.


Level 2:
Condemn --
Saps strength (over a period of time) and disrupts the focus of a selected target for a brief period (a Confusion spell); most effective when used against those of Chaotic or Dark affinity.
Bless --
Imbue a weapon with the affinity of light; temporarily raises its attack power. This is only a temporary spell used on-the-spot. Spelled weapons are permanent; these are done through a spell-weave enhanced by a deity's blessing.
Clarity Ray --
Strike a single enemy with a concentrated beam of light. This 'holy' light will wound larger dark enemies, and can destroy smaller enemies.
Blind --
Temporarily blinds a foe with a flash of light.
Empower --
Raise the offensive ability of a chosen target; temporarily increases strength and speed - a friendly spell used on the caster or another friendly target. Temporary spell, it can be dispelled by interrupting spells from the enemy (such as a stunning spell).
Resilience --
Raise the defensive ability of a chosen target; temporarily raises stamina and focus - a friendly spell used on the caster or another friendly target. Temporary spell, it can be dispelled by interrupting spells from the enemy (such as a stunning spell).
Vitalus --
Raises the vitality/energy of given target - a friendly spell used on the caster or another friendly target. Temporary spell, it can be dispelled by interrupting spells from the enemy (such as a stunning spell).


Level 3
Cleansing Arc --
A technique that may heal up to five people at once in exchange for potency (the more people it heals, the less powerful it is - energy spread across a greater area); creates a light that arcs from each individual to the next.
Purge --
Counteracts effect spells and cures poisons. Can also purge shadow spells from a friendly target.
Revelation --
A pure light reveals potential connections to darkness; not always effective - the stronger/more focused the caster, the more likely it is to succeed. A difficult spell to perfect. The spell will focus on anything linked to Chaos or the Netherworld by a visible 'halo' of gold around the object or enemy.
Light Barrier --
Creates a brilliant barrier that deters those of dark affinity; duration depends on the strength of the caster. Similar to a shield, it can also repel enemies as well as spells.
Consecrate --
Temporarily imbues an object or small area of effect with holy energy. Dispells any negative spells or effects (such as poison or shadow cloud), and does a small heal for friendly targets within the area of effect. Damages any enemies within the area of effect. Temporary spell, lasts for 5 seconds.
Light Stave --
Creates a temporary, non-lethal weapon forged of golden light; strength and duration are dependent upon caster's level of expertise and focus (the level of spellweave cast). Modifications in the spell weave can define what type of weapon it is.


Level 4
Light of Deprivation --
Reduces the magical potency of a small area; also undoes magic-based benefits
Smite --
Typically effective only against those of dark affinity; inflicts heavy damage on a given target. Potentially lethal at the cost of the caster's vitality.
Sanctify --
Creates a blessed area of effect that heals minor wounds, soothes weariness, and grants courage; temporarily raises strength
Heavenly Strike --
Summons a heavy bolt of lightning to strike down a foe; must be outside to use. Effects similar to Dire Bolt.
Condemn --
Creates an area of negative effect; saps strength, concentration, and magical ability



Level 5
Light of Truth --
Will distinguish the true nature of a given target; typically only effective on those of chaotic or evil alignment
Aiding Prayer --
Will briefly summon a member of the Pantheon - typically caster's patron deity - for aid
Radiant Storm --
Spears of light fire relentlessly from a blindingly radiant whorl in a circular pattern; area of effect; creates sanctified ground
Prism --
Forms diamond-shaped prisms of glass-like structure around several given targets; creates a mass-shielding effect


Level 6
Advent --
Detonates a large area and creates blinding light; creates sanctified ground
Purity --
Cures the most mortal of wounds and greatly relieves the effects of darkness
« Last Edit: Sept 14, 2009, 7:55pm by Harabec Bryn Rualdin »Link to Post - Back to Top  IP: Logged

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