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 Priestly Magics
Kael
12:03am, October 15, 2008
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Welcome to the Priest Section!

Here are listed the Rules for Priestly casters within the chat, the various Gods and their descriptions.

Using Magic in the Chat

Magic is one of the most potent elements within the Warhammer setting. With the powerful winds of magic backing a crafty wizard even the most dominate of warriors can find himself vexed. However this all comes with a heavy price. Many negatives come from careless use of the Winds of Magic and as such there is an in Chat mechanic designed to deal with magic.

When casting a spell in the chat you must roll in order to confirm whether or not the spell is cast. This does not mean your spell automatically hits a target or immediately effects your target, merely that you managed to cast the spell without damaging yourself.

On the roll of any doubles your spell FAILS and the Gods punish you for your abuse. If you do not roll any doubles the spell is cast just fine.

Please follow the following chart when casting spells.
Tier 1 Spell: Roll 2D10 (In chat command /dice 2d10)
Tier 2 Spell: Roll 3D10 (In chat command /dice 3d10)
Tier 3 Spell: Roll 4D10 (In chat command /dice 4d10)
Tier 4 Spell: Roll 5D10 (In chat command /dice 5d10)

EXCEPTIONS can be made for RP reasons should your character have had a great deal of time to prepare. They may cast up to a Tier 1 Spell without rolling so long as he or she is not under strain. i.e. Currently engaged in Combat.

While casting from the winds of magic is volatile, calling upon the Gods is particularly dangerous. Because of this failures for spells is far more dangerous then the average caster though it balances out in that the average priestly spell is considered more powerful.

Failure Effects

Tier 1-2 Spells - Roll 1D5 (In chat command /dice 1d5) to discover what will happen.
1. Your God sends you a confusing vision that leaves them stunned for a few moments unable to do anything.
2. Your God demands you prove your devotion by attempting to recast the same spell in your next action post.
3. Your God has become irritated by your dependency upon his gifts and will not answer your prayers. You are unable to cast magic for 10 minutes when your God sees fit to speak to you again.
4. Your God wishes to know what you are willing to sacrifice for cause and inflicts great harm upon your person causing wounds to open up over your chest, arms or face.
5. Your God believes you have sinned against them and demands that you kneel in repentant prayer for 5 minutes irregardless of what you are currently doing. Even if you are in combat you are compelled to drop to your knees to pray leaving you helpless. If you refuse your God abandons you are you are no longer able to cast spells.

Tier 3 Spells - Roll 1D5 (In chat command /dice 1d5) to discover what will happen.
1. Your God believes you to be a heretical sinner against them. The God shows your character intense flashbacks of your past failures, as seen from the God’s eyes, causing your character to be driven insane falling deep into an Endless Depression.
2. Your God believes you have abused the gifts you have been given. For a month you are unable to cast magic as your God forces you to repent. One week will be removed for every act of Penance you engage on. Ask an Administrator on how to effect a penance for your character which MUST be role played in the chat.
3. Your God feels you have lead a life of squander ignoring your religious responsibilities. All items and equipment belonging to your character are stripped from you by your God including magical items leaving your character with nothing more then their tunic and a pair of sandals.
4. Your Prayer is answered, but not by your God. The Ruinous Powers visit upon you a mark which burns into your skin leaving a severe would that never heals despite everything you do to fix it. This mark is debilitating when you are struck with it effectively removing you from combat.
5. Administrator’s Choice. May the Gods have mercy on your soul.

For ANY questions please feel free to ask a Staff Member.
 The Gods of Men
Kael
7:21pm, October 15, 2008
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There are many Theories on how the God’s of men came into existence though no one can argue that they do not help shape the world. Though the Elves and the Dwarves themselves celebrate their God’s, they do not rely so heavily on them for spells as the Men of the world do. The following section is a description of the God’s and the Lores.

Priests gain their magical power through prayer to their God’s so that they may work their “miracles” in the mortal realm. Though this magic is drawn from the Winds of Magic it is considered highly heretical to compare the magic of Priests to the Magic of Wizards. While the magic of the Wizards are considered to be unnatural and chaotic in its source, the Priests of the world clearly draw magic from the God’s, pure and righteous in their path. As such Priests, so long as they worship a non-outlawed God, are not seen with great suspicion.

The Lore of Mannan
Mannan is the God of the Sea and of its spoils. His divine lore reflects his affinity with the element of water and the oceans of the world. The majority of his priest hood work onboard Ships or living in temples in shore side villages and cities. Though not as popular at inland locations his worshippers and priests still find homes in small fishing villages along the great Rivers of the Empire where they bless those that brave the dangerous waters.

The Lore of Morr
Morr is the God of the Dead and the Keeper of Dreams. Despite his title he should not be confused as the God of Death as Morr does not revel in Death in any of its form but seeks to take care of those souls that pass on. While he dwells in the Underworld and in the dreams of mortals, his servants act for him in the living world ensuring burial rites are practiced and the families of the recently deceased are comforted. The Priestly order tends to look gaunt, cold and pale in appearance, a reflection of Morr himself. His magic’s focus on preserving corpses, battling the Undead and guidance through dreams.

Lore of Myrmidia
Myrmidia is the War Goddess, daughter of Morr and Verena, sister of Shallya and perhaps the most organized religion outside of the Empire. Believed to have adopted a mortal form to learn more of the world she brought to humanity Honor, Revenge and Art. Priests and Priestess of this Order tend to live a martial existence following her scriptures closely, abhorrent of the needless slaughter of Ulric or the xenophobic nature of the Sigmarites. Though she is most frequently worshipped by Soldiers this is no exclusive and she is beloved by most humans in the Old World excluding Noble Bretonnians and Imperials. Her magic’s focus on improving marital prowess, personal strength and resiliency.

Lore of Ranald
Ranald is the God of Trickery, Thieves and Luck with less scrupulous dealings in good old fashion extortion. Most of the other Gods look down upon Ranald as a fool and a mischievous element which sows the seeds of anarchy. His priest hood, while not technically outlawed, is generally hunted down by local authorities as they are often stereotyped as trouble makers, thieves and conmen. His priests hide who they are by learning how to speak in Thieves Cant or by wearing very subtle hints of their Worship in their clothing which only other Followers of Ranald are ale to easily identify. Likewise Consumers and Common folk see Ranald as a sort of defender as he and his followers seek to subvert the wealthy and to uncover unfair dealings. His magic’s focus on improving ones luck, speed and cleverness.

Lore of Shallya
Shallya is the Goddess of Mercy, daughter of Morr and Verena, sister of Myrmidia and most beloved of all the Gods. She feels the suffering of all living things and weeps tears of sorrow for the pain the world experiences. It is said that Morr forbade her from ever healing the dead and that she can only tend to one person at a time lest the Underworld never receive anyone new. Her followers tend to be primarily women of all ages who seek to undo the suffering the world experiences though temperance, understanding and kindness. The chaos god Nurgle is Shallya’s bitter enemy and her followers are encouraged to thwart the Plague Lord whenever they encounter them. Her magic’s focus on healing, purifying and relieving mental anguish however ALL of her followers are Pacifistic.

The Lore of Sigmar
Sigmar is the son of Ulric and the Patron God of the Empire. His worship is nearly completely localized in the Empire though as the majority of the Old World does not view Sigmar as anything more then the over glorified Warlord who founded the Empire. His followers are generally grim warriors or zealous protagonist who hunt down and purge Chaos and Corruption where ever it may be found within the Empire. Followers are encouraged to assist Dwarves, of whom Sigmar was a great friend of, and to defend the Empire and its ideals at any cost. As the God of the Empire may Priests consider it heresy to worship another before Sigmar and, if given the chance, will burn the heretics in the purging flame of Sigmar. His magic’s focus on purging chaos, cleansing corruption and rooting out the truth.

Lore of Taal and Rhya
Taal and Rhya are hailed as the father and mother of all Humans and are easily the eldest Gods still worshipped. Taal, God of the Wilderness and Rhya, Goddess of Cultivation, still hold very important places in the Peasant Cultures of the Old World even if their worship in cities has waned considerably. As forces of Nature, Taal and Rhya are prayed to frequently for assistance with droughts, game shortage or any natural disasters that may plague the countryside. Their followers are traditionally very plain in appearance dressing in brown and green colors of the wilderness shunning non-organic materials for the most part. Their magic’s focus on the power of nature, the seasons and wild life.

Lore of Ulric
Ulric is the God of Winter and of War. Unlike Myrmidia who represents discipline and tactics when engaging in War, Ulric is the celebration of savagery, aggressiveness and honorable death. Ulric is hailed by many as the King of the Godly Pantheon with his son Sigmar at his side though Sigmarites strongly reject this claim believing that Sigmar has overtaken Ulrics position. Due to this theological dispute the two cults are often at odds with each other. Ulric’s followers tend to be large, some what thick headed barbarians who revel in honorable battle and believe in the rule of the Strong. His magic’s focus on the brutality of winter, honorable combat and improving ones physicality.

Lore of Verena
Verena is the Goddess of Justice, mother of Shallya and Myrmidia and wife of Morr. She is considered to be the wisest and most well learned of the Gods who oversees Justice with facts tempered with mercy. Her wisdom to judge the living fairly has earned her many patrons with normal citizens who would use the courts of Verena to oversee their own judicial affairs. Her followers are frequently stoic, thoughtful individuals who attend to libraries, courts and prisons to ensure the flow of information and justice goes unhindered. Frequently Sigmar’s worshippers and the courts of Verena clash as Verena protects the innocent against the over zealous accusations of pious Sigmarites. Her magic’s focus on discovering the truth, wisdom and protection.
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