Next Class - Mage
Magic and its use have been a part of Imarel since its beginning, with the founding of the First City, Ilidania and the Asyndi who are naturally able to channel raw Mana and bend it to their will...
A neo-Victorian Magitech Adventure RPG
Devotees may call upon their deity for aid in much the same way Priests pray for spells. The significant difference is, the deity chooses how to intervene on behalf of their attuned warrior, rather than answering a prayer where the priest requests a specific thing, such as healing or curing a disease. A Royal Blessing falls into three categories: Mind, Body and Spirit. Blessings of the Mind give the Devotee the ability to cure or cause mental affliction caused by disease, poison or harm, depending on their deity's invested interest in a particular situation. Blessings of the Body include healing wounds, purging poisons and diseases and performing unusual physical feats, such as surviving a barrage of gunfire or pushing a boulder off of a comrade or onto their enemies. Miracles of Spirit include driving away a dark presence or resurrecting the dead. All blessings are performed with 65% of being granted, +10% per rank beginning with the Knight rank. While Devotees have a bit more freedom in how they wield blessings, in stark contrast to a Crusader and Reaver's Miracles and Blights, their deities are capricious and their motives are skewed toward the preservation of their element over mortal affairs. Should the Devotee's element not be jeopardized by an encounter, their Blessing checks are made at -15% and possibly subject to a penalty that could be anything from a minor lapse in divine protection to being smote on the spot, depending on how far it strays from their deity's concerns. (65% + 10% per rank beginning with the Knight rank).
Aura of Controlling
Three times per day, the Devotee may draw their blade and forcefully present it like a priest would their Xiroryan symbol to make themselves neutral to — and possibly control — Xiroryan denizens whose element they correspond with. This aura has a 70% chance, +10% per rank beginning with the Knight rank to make such creatures neutral to the Devotee in an immediate area and 10% chance, +5% per rank beginning at the Knight rank to control lesser Xiroryan beings entirely. (70% + 10% per rank beginning with the Knight rank to make themselves neutral to Xiroryan beings of their element, 10% +5% per rank beginning at the Knight rank to control lesser Xiroryan beings of their element entirely).
Shroud of Xirorya
A Devotee is shrouded in a veil of their element, bestowing upon them a sizable resistance against related attacks. In addition to being outright immune to mundane sources of their element (a Flame Devotee could walk through a burning building, a Deep Devotee can neither drown nor freeze from the weather, an Air Devotee could walk through a tornado as if it were a clear day, and a Stone Devotee could survive a rockslide with minor bruises, etc.), they also have a -80% bonus to their armor rating when being attacked by their element. A Devotee may also channel their element once per day to make a single +40% to hit melee attack at the expense of all additional attacks, to unleash a destructive wave of their elements in a 40ft line. For a Flame Devotee this might be a wave of Elemental Flame, a Deep Devotee might call forth a high-pressure water jet or sub-zero temperatures, an Air Devotee might call forth a vacuum or tornado, and a Stone Devotee's blade might form a gaping fissure in the earth beneath their foe.
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