Blessings & Curses
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Blessings & Curses
This a list of blessing and curses.
All blessing and curses are put into three different tiers, based on their effects. Common, Uncommon, and Rare. Each tier has a significant difference in terms of effects, and as such, may be
All blessing and curses are put into three different tiers, based on their effects. Common, Uncommon, and Rare. Each tier has a significant difference in terms of effects, and as such, may be
- Blessings:
- Common:
- Imbue Element:
- This blessing is commonly used by enchanters to give a weapon a permanent elemental effect. It can be easily removed by an enchanter, though it risks damaging the weapon. Each element has both a passive effect, as well as an active effect. Only one effect can be applied on a weapon at a time, meaning to have both a passive and active effect, you would have to bless an object twice. There are three types of imbuements. Melee Weapons, Ranged Weapons, and Objects.
Fire Element
Active Melee Weapon: The weapon is able to cause third degree burns upon contact. Once activated, this cannot be used for 3 turns.
Passive Melee Weapon: This weapon is able to cause first degree burns upon contact. This has a constant effect.
Active Ranged Effect: The weapon's ammunition explodes in a 5 meter radius, causing 2nd degree burns to any unprotected flesh. Once activated, this cannot be used for 3 turns.
Passive Ranged Effect: The weapon's ammunition has the spell flametip on it.
Active Object: This object is able to grant immunity to the fire element for one turn. Once activated, this cannot be used for 5 turns.
Passive Object: This object grants a slight resistance to the fire element. Any fire-based attacked are diminished by a single degree.
Water Element
Active Melee Weapon: This effect when activated is able to increase the range of an attack by water extending from the weapon. Once activated, this cannot be used for 3 turns.
Passive Melee Weapon: This effect increases the cutting power of a bladed weapon, and a blunt weapon leaves a scrape.
Active Ranged Effect: The weapon's ammunition has been tipped with the water element, allowing it to pierce through armor. Once activated, this cannot be used for 3 turns.
Passive Ranged Effect: The weapon's ammunition has an elongated tip, which is able to cut more deeply into a victim.
Active Object: This object grants immunity to all water-based magic attacks. Once activated, this cannot be used for 5 turns.
Passive Object: This object grants a slight resistance to the water element. Any water based attacks are diminished by a small degree.
Earth Element
Active Melee Weapon: This effect allows a users' weapon to suddenly double the weight of a weapon. Once activated, this cannot be used for 3 turns.
Passive Melee Weapon: This effect increases the density of a weapon, making it considerably more durable.
Active Ranged Effect: This effect adds a powerful concussive force to the weapon's ammunition, causing any medium-sized target to be knocked down, or a large target to stumble. Once activated, this cannot be used for 3 turns.
Passive Ranged Effect: This effect adds subtle ridges and spikes throughout the weapon after hitting a target, causing more damage when removed from a victim.
Active Object: The object is able to grant immunity to earth based attacks for a single turn. Once activated, it cannot be used for 5 turns.
Passive Object: This object increase the density of an object, which significantly increases the durability of an object.
Air Element
Active Melee Weapon: This weapon is able to cause a target, regardless of size, to stumble back from an attack. Once activated, it cannot be used for 3 turns.
Passive Melee Weapon: This weapon is able to move at significant speeds, due to the wind propelling the weapon in the direction of an attack.
Active Ranged Effect: This weapon causes the ammunition to self-align with its target, allowing it to automatically hit its target, unless blocked by a shield or large object. Once activated, it cannot be used for 3 turns.
Passive Ranged Effect: This weapon causes the ammunition to move at significant speeds, making the target be considered one range category closer. (Point Blank, Short, Standard, Long, Extreme)
Active Object: This object is able to grant immunity to wind based attacks for a single turn. Once activated, it cannot be used for 5 turns.
Passive
Passive Object: The object is constantly being pushed upwards, which allows for it to weigh less by 33%.
Frost Element
Active Melee Effect: This weapon causes a target to receive third degree frost bite upon impact. Once activated, it cannot be used for 3 turns.
Passive Melee Effect: This weapon causes a target to receive first degree frostbite upon impact.
Active Ranged Effect: This weapon causes its ammunition to cause a target to be slowed for a single turn. Once activated, it cannot be used for 3 turns.
Passive Ranged Effect: This weapon causes its ammunition to cause a first degree frostbite upon impact.
Active Object: This object is able to grant immunity to frost based attacks for a single turn. Once activated, it cannot be used for 5 turns.
Passive Object: This object grants a slight resistance to the frost element. Any frost bite received is lowered by one degree.
Lightning
Active Melee Effect: This weapon causes electricity to surge through the victim's entire body, causing them to be stunned for one turn. Once activated, it cannot be used for 3 turns.
Passive Melee Effect: This weapon constantly sparkles with electricity, causing mild electrical burns to any victim it hits.
Active Ranged Effect: This weapon causes its ammunition to have electricity to surge through the victim's entire body, causing them to be stunned for one turn. Once activated, it cannot be used for 3 turns.
Passive Ranged Effect: This weapon causes its ammunition to sparkle with electricity at the tip. Until removed from a victim, they will constantly receive a mild electrical shock.
Active Object: This object is able to grant immunity to electric based attacks for a single turn. Once activated, it cannot be used for 5 turns.
Passive Object: If this object was previously conductive, it no longer is. If it was already non-conductive, then it grants resistance to electricity.
- Uncommon:
- Rare:
Blessing of Ireus: An object that has been blessed by Ireus is considered to be holy. Not only that, but the object's hardness & strength is doubled, and cannot be broken by non-magical means. While this object is carried by an individual, they gain a +5 bonus to earth magic.
- Curses:
- Common:
- Minor Corruption:
- A person who is afflicted with minor corruption is considered an unholy creature, and can no longer utilize Holy Magic until the corruption is removed. Those who are affected by this curse also experience permanent mild agitation, if they resist it's embrace. These people also emit a small unholy presence, which those who are within close distance of the victim would experience mild anxiety while around them.
- Uncommon:
Curse of Vampirism: The person who is afflicted with this curse is considered to be an unholy/undead creature. This curse is able to be transferred from one individual to another by bite, though the vampire must decide to do so. An individual can also consume vampire blood, in order to contract the disease. The transformation takes between 24-72 hours to take full effect, to which the victim will suffer intense pain during this time. Vampires do not need to eat or drink normal food to sustain themselves, though they require atleast a liter of blood per day to live comfortably.
Vampires are damaged by direct contact with the sun, and as such, need to cover themselves in order to prevent themselves from taking damage during the day. At any time, a vampire is able to perfectly hide in any shadow, and cannot be detected without using a light source. The vampire is also able to consume blood in order to heal. A liter of blood is equivalent to a minor heal. 2 additional liters would be considered a moderate heal. 4 additonal liters would be considered a major heal. 3 additional liters would restore the vampire's health back to perfect condition, restoring any missing limbs. When using one of the effects, however many liters of blood is required, is considered consumed. I.E. a vampire could not consume 3 liters, and have both a moderate heal and minor.
During the night time, a vampire is able to turn into a swarm of bats, though this takes a full turn to fully take effect and they cannot seperate further than 5 meters from eachother. They also receive a +5 modifier to everything, to represent their increased attributes. For each instance of feeding during the day/night, they gain an additional +2 modifier. This modifier is rendered null by once the sun begins to rise.
- Rare:
Curse of Binding: The person who is afflicted with this curse generally has it put upon them by wearing a piece of cursed equipment. The equipment is unable to be removed from them without causing extreme pain or death. It prevents the wearer from dying from old age, malnutrition, or thirst: However, they will still feel the pain and draining of the latter two. The curse requires the wearer to have the item forcibly removed and be resurrected, or the intervention of a demi-god or the utilization of a rare holy artifact in order to nullify the curse.
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