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Posted: Sun Nov 15, 2009 1:32 pm

This thread is the official guide for the Spiritualism tree.
What is Spiritualism?
Spiritualism is power, both inner and outer, that is derived from our devotion to the demigod of peace, wisdom and benevolence; His Clamminess, the Overseer.
How does spiritualism differ from the other Paths?
Spiritualism is very different to the other paths. The Spiritualism tree is simply a straight line, as opposed to having lots of branches. Each pool after the basic five levels has two levels, with a wider variety of skills in a single pool than any in the other Paths.
What sort of skills do you learn through Spiritualism?
Spiritualism is a wide discipline; there's alchemy, there's white magic, there's debuffs, there's holy attacks... a little bit of everything, for everyone!
How long does it take to learn a Spiritualism skill?
Basic skill pool training time:
Level 1-2: 1 day Level 2-3: 2 days Level 3-4: 4 days Level 4-5: 8 days
= 15 days
Intermediate skill pool (1) training time:
Level 1 skills: 2 days each, x 3
Level 2 skills: 4 days each, x 3
= 18 days
Intermediate skill pool (2) training time:
Level 1 skills: 4 days each, x 3
Level 2 skills: 8 days each, x 3
= 36 days
Advanced skill pool training time:
Level 1 skills: 8 days each, x 2
Level 2 skills: 16 days each, x 2
= 48 days
TOTAL = 117/30 = 3.9 months
How do you use skills during an rp?
Your character doesn't explicitly state the name of the skill he's going to use, but at the same time everyone needs to know what they're up against to avoid confusion. The rule for letting other people know which skill you're using is to insert the name of the skill in emboldened brackets. All offensive skills require a roll by the caster to determine their effectiveness. A detailed explanation of rolling can be found here.
For example:
Iliandra Whiteheart Surveying the scene of chaos, Iliandra slowly shook her head. A frown creasing her smooth forehead, she bent down to the injured man at her feet and whispered a gentle chant that sounded like the sighing of the waves on a warm summer evening, [Heal]
emo I have nothing left to say about my skill at impromptu rp scenes.
These are the available Skill Pools available for Spiritualism.
Top - Bottom: Basic - Advanced

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Posted: Sun Nov 15, 2009 1:35 pm
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~~~Table Of Contents~~~
Basic Skills:
[Obase]
Deacon (Intermediate 1), Missionary (Intermediate 2) and Prophet (Advanced) pools:
[Oskills]
FAQs:
[Ofaq]
~~~~~~~~~ [Obase]
***** Note that it is advisable that Spiritualists attempt to keep a tally of the amount of holy water and oil they have in their possession. *****
Spiritualism Skills
Spiritualism: the path of wisdom and forgiveness.
Level 1: Sterilise Level 2: Create Holy Water Level 3: Create Holy Oil Level 4: Pray Level 5: Treat Minor Wounds
Sterilise - Sterilises an object or wound in order to prevent infection. Not powerful enough to remove poison, but just as effective as holy oil and, unlike holy oil, causes no pain when used on an open wound.
Create Holy Water - Sanctifies a flask of holy water. Holy water has a number of uses, from rituals to weaponry - it acts as a weak acid against all things that oppose the Overseer's doctrines.
Create Holy Oil - Created in a similar way to holy water, holy oil is also used in rituals and has the added bonus of being able to sterilise a wound or an object (though when used on wounds it causes pain, it can be seen as a better alternative to wasting energy).
Pray - Sends out a call to the Overseer. While it has no visible effects, mentally you will feel stronger and rejuvenated. Also used in rituals.
Treat Minor Wounds - Physically treats a minor wound such as a cut or a bruise or a jolted joint. Consumes a single Holy Oil.
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Posted: Sun Nov 15, 2009 1:37 pm
~~~~~~~~~ [Oskills]
Deacon: The path to righteousness begins with a few small steps. This skill pool gives you the foundations for greater work in the name of the Overseer.
Level 1:
Dispel_____Deflect_____Circle of Salt_____Levitation_____Dia
Level 2:
Reparation_____Alleviate Pain_____Treat Wounds_____Remove Poison*_____Ruwach
Level 1:
Dispel - The lingering effects of a spell will be removed from a single object or a person.
Deflect - An improved form of deflect, which can bat away larger objects such as chairs in addition to small projectiles.
Circle of Salt - By drawing a circle of salt and sprinkling holy water, the acolyte creates a sanctified circle that will ward off evil energies and create a safe space for more complex rituals and spells. Consumes a single Holy Water. If the ring of salt is disturbed or broken, the zone will no longer be sanctified.
Levitation - Levitation allows you to to float up to eight metres off the ground and resist falling from a height.
Dia - A basic holy attack spell that burns an enemy with the Overseer's divine power.
Level 2:
Reparation - An improved form of reparation which allows you to fix complex objects; for example, a broken window, in addition to small breaks and tears.
Alleviate Pain - While not actually treating an injury, Alleviate Pain will remove all of its noticeable effects, allowing a soldier to hobble on in battle without having to stop for actual treatment.
Treat Wounds - Physically treats a more serious wound, such as a sprained ankle, a torn ligament or a larger cut. Doesn't sterilise the wound, so infection may still be possible. Consumes two flasks of Holy Oil.
Remove Poison - From within a sanctified area, poison may be removed from a wound, drink/food or an object such as an arrow.
Ruwach - The acolyte is able to detect characters who are Sneaking or Obscured, and also see the effects of any Illusions.
* = Needs to be inside a Circle of Salt
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Missionary: The world is starting to hear of your good deeds - I mean, those of your god. The next stage of your ecclesiastical training, with increased powers as your connection to the Overseer grows.
Level 1:
Negation_____Cure_____Sanctuary*_____Protection_____Prayer of Healing*
Level 2:
Heal*_____Lex Aeterna_____Mea Culpa_____Pacify_____Shell
Level 1:
Negation - Dispels all lingering magic within an area such as a room, and also prevents magic from being cast within the area for a short amount of time
Cure - Removes effects such as stun and blindness.
Sanctuary - Creates an area where only the holy may tread. No enemies may enter the circle. Consumes five Holy Waters. May only be dispelled by three casts of Negation.
Protection - All rolls against the person the spell is cast upon take a -2 penalty for two turns.
Prayer of Healing - Casts Heal on up to three friendly targets.
Level 2:
Heal - Mystically heals a person of minor to moderate wounds. Anything more serious than a fracture, such as internal bleeding or a serious break, will require Heal Deadly Wounds.
Lex Aeterna - Cast on a person, ensures them success without rolling for a single turn.
Mea Culpa - A more powerful divine attack spell, capable of burning up to three enemies.
Pacify - Drains a person of his/her anger. May only be used once every three turns, but incapacitates a person with feelings of joy and peace for five turns.
Shell - Guards a person against all magical attacks for three turns.
* = Needs to be inside a Circle of Salt.
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Prophet: You are the eyes and mouth of god. The most advanced skills available to a person of the teal cloth.
Level 1:
Agnus Dei_____Heal Deadly Wounds*_____Sanctify Weapon*_____Connection With Water
Level 2:
I Would Die For You_____I Have Been Chosen_____Evil Must Not Prevail
Level 1:
Agnus Dei - The person this spell is cast on is protected from all attack rolls for three turns.
Heal Deadly Wounds - Just like it says - you are able to bring people back from the brink of death through the power of your faith and compassion.
Sanctify Weapon - You bless a weapon, giving it +2 on rolls for a whole battle.
Connection With Water - Your connection with the Overseer is so great that you may defy the natural non-weight-supportingness and drowny-ness of his element, enabling you to walk on water and breathe underneath it.
Level 2:
I Would Die For You - Similar to I Feel Your Pain, however the caster takes the damage of all friends in the area for three turns. The Ultimate Sacrifice? Definitely has the potential to be. gonk
I Have Been Chosen - You are now able to cast powerful spells without the use of a Circle of Salt.
Evil Must Not Prevail - The most powerful offensive holy skill, able to burn all enemies in the area and blind them for three turns if they don't make a successful roll.
* = Needs to be inside a Circle of Salt.
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Posted: Sun Nov 15, 2009 1:39 pm
~~~~~~~~~ [Ofaq]
Q: You refer to "turns" a lot in terms of how long a skill can last for... what constitutes a "turn"?
A: A turn is basically a single post of yours. You post, you've taken a turn. You wait until someone replies, and then post again - that's another turn. It's pretty simple.
So let's say a skill lasts three turns. For three of your posts, that skill is active. Once you've posted a third time, it ends. Let's say a passive skill BECOMES active every five turns - basically you can use it once, but then can't use it again for another three turns, because the pattern goes * 2 3 4 *, with * representing a turn in which the skill is used. This is applicable with a skill such as Dodge. If you don't use it on the fifth turn, you're then free to use it whenever.
Q: What do you mean by "rolling"? How do skills that give you roll bonuses work?
A: An explanation of rolling can be found here. You state your bonus immediately after stating the skill you're using - if the bonus lasts for multiple turns you must state them both every time. Basically, a bonus has the potential to bump you up from say, 1 (unsuccessful) to 3 (moderate success).
Q: Can you link me to the thread I need to post in in order to level up/learn a skill?
A: The thread you need to post in for Spiritualist skills is called the Sanctuary (not to be confused with the skill of the same name), and it can be found here.
Notes on Active and Passive Skills:
An active skill is a skill you use directly when it is needed:
[Cleave]
A passive skill is a skill which is continuously working all the time, though you can feel free to state its effect when it comes into play.
[Endure]
You can only use one active skill per turn. Passive skills, however, stack on top of each other AND on top of your single active skill. This can be very useful. For example:
[Dodge] [Signature Strike]
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