Next Class - Priest
Religion is a waning power on Imarel, where magic and science hold the lion's share of the Cosmic Balance...
A neo-Victorian Magitech Adventure RPG
A specialized version of the Celestialist, the Fae-Whisperer can summon Faerie and Faerie Kin to their aid. The Fae-Whisperer can force Fae into servitude, but cannot force them to break Zorah's Law. Telling a Fae, called against her will to kill a hated enemy for example, would immediately break any hold aforementioned Fae-Whisperer had over the Fae in question, and allow her to leave of her own volition. However, a command to for example, turn the ground under an adversary into bread pudding would sound like great fun to a Fae, and would be gladly followed. It should be noted that Fallen Fae cannot be summoned, as they are not bound to the Cosmos, or the will of Mother Zorah. Fae-Whisperers can wear light and medium-grade armor.
The Celestialist can call down a divine being that represents their chosen deity/ethos to answer 1d4 questions. The Celestial Advocate will answer the questions truthfully, though may do so in a way that isn't obvious or is vague, depending on the question. Once the question is answered, there is no further elucidation and the Celestialist can either burn another question for further explanation or be satisfied with the answer. The Celestialist cannot force a divine being to give more detailed answers than it chooses to give. This talent can be used once per day. (Summon a divine being for answers. 1d4 questions can be asked. Usable once per day).
Divine Ward
A Celestialist can call into being a 30′ protective zone of any shape that no infernal entity can cross for 1d4 rounds. Even named beings are affected by this barrier, though Deities/Archfiends and Spirits of Imarel are not. Attempts to cross the barrier by infernal beings causes them great pain and physically throws them back from the barrier. The Celestialist does not need to maintain the ward once it's created and can focus on summoning, should they choose to do so. Usable three times per day. (Summon a 30′ protective area vs. infernal beings for 1d4 rounds. Usable 3 times per day).
Summon Celestial Familiar
This ability allows the Celestialist to call forth a minor being that represents the chosen Deity/Spirit of Imarel they have chosen to follow. This is always a creature that embodies the divine being somehow; Zorah might send a squirrel, while the Spirit of Temperance might send a dove. These familiars are unusually intelligent for their kind and can take telepathic commands but cannot speak themselves. They can however convey images into the mind and act as both spies and messengers. Usually appearing as a small animal or creature, Celestial Familiars are not meant for combat. If slain, it cannot be summoned back from its plane of origin for one week. Otherwise, the Celestial Familiar can be called and dismissed at will. When present, the Familiar conveys a +5% bonus to summoning and a +10% bonus to hit for creatures the Celestialist calls forth. (Summon a familiar. +5% to summoning and a +10% bonus to hit for creatures the Celestialist calls forth).
Copyright © 2014 - All Rights Reserved - World of Imarel