Requirements:
- Vow to abide by the Path of Light. Protect the weak, pursue equality and punish the wicked.
- Demonstrate the vow in either past or future deeds. Do something Good!
- Want to get rid of the light spells requirement to better accommodate paladins, does it need something else?
Benefits:
- All clerics are given a symbol of the commitment to the light. A sun-in-glory. Usually this is given as an amulet to be worn around the neck. The sun-in-glory can produce enough light to see in total darkness and can release a blast of holy energy with the force of two punches once every three posts.
- Priests, Avengers and Paladins may have their Sun-in-Glory set into a holy weapon, a Sun Dagger or Sun Hammer.
Access:
- A cleric's sun-in-glory is the simplest form of the holy item, it can be imbued with several different types of enchantment unique to the guild. Each of these is known as a Light and grants the item multiple uses of very specific abilities.
Not sure on any of these prices.
Light of Truth - 80 Gold?
The light of the cleric's amulet can be made to dispel illusions, for three posts, twice per encounter. In addition, once per encounter the amulet can acts as a truth stone for five posts.
Light of Justice - 100 Gold?
The light of the cleric's amulet, once per encounter can be made to carry the cleric's judgement. A wide beam of light lasting for up to three posts shines from the amulet. Those caught in the beam feel it as being hotter the more pain they have inflicted on others in their life time. (Need to fix the wording...)
Light of Love - 120 Gold?
The light of the cleric's amulet carries with it feelings of familial love and affection, those caught in its light feel their aches and pains slip away and lose at least some of their will to fight. This effect is emotional and can be overridden by conscious effort. May only be used twice per encounter for up to five posts at a time, aggressive actions automatically negate the effect.
Light of Compassion - 150 Gold?
The light of the cleric's amulet is transformed into healing energy, up to three times per encounter. For the brief moment that the light is altered, all those caught in its range are effected by the equivalent of an enhanced Infuse spell.
Initiates
Requirements:
- Vow to abide by the Way of Shadows. Challenge the strong, respect the struggle of inequality and punish the weak.
- Demonstrate the vow in either past or future deeds. Do something Wicked!
- Want to get rid of the dark spells requirement to better accommodate warlords, does it need something else?
Benefits:
- All initiates gain a Shadow Knife.
- Warlords and Bounty Hunters may instead choose to take a Shadow-Axe.
- One initial bag of Night Powder, with 3 uses inside.
Access:
- In ancient times the unblinking eye favoured dark magics, allowing them to clearly fight with shadows. This proved to be a mistake as they were stigmatised and easily defended against.
- All initiates, regardless of other affiliations, may learn to use initiate's Night Powder, to perform incants. Incants require no magical knowledge, as they are not technically spells, they do however require a level of focus equivalent to a single spell slot to use. Each incant is composed of a style of incantation and an application of night powder, each incant is only a few syllables long.
- Any incant can be performed using onyx dust or any other magical dust in place of night powder, however the results of this improvisation are unpredictable and may have unforeseen consequences.
Night Powder - 50 Gold a Bag (3 uses.)
No idea for the prices to learn any of these... should be balanced against the cost of the powder required to use them.
Night's Twist - An incant requiring a whispered incant and the powder blown into the target. The energy of the incant twists inside a mechanical device, usually a lock and switches it from one state to another. (1 use of night powder.)
Shadow's Disdain - A gutteral, spitting incant followed by the violent throwing of a handful of powder into a target's face. The target is magically blinded and disoriented by memories of pain rushing towards the surface of their thoughts. (1 use of night powder.)
Kuan'an's Shroud - A calmly spoken incant followed by a strong blow, scattering the powder into the air. The night powder spreads out and produces a thick cloud of darkness. Within the darkness initiates can see clearly but non-initiates can only see reflections of primordial fears, monsters and demons.
Dreamer's Bomb - A loud, sharp incant followed by the impact of an entire bag of powder on a surface. The bag detonates, creating a wave of terror and nausea in a five foot radius as it does so. The detonation leaves behind an effect identical to Kuan'an's Shroud. (1 Bag. 3 uses of night powder.)
Isuldar's Touch - A whispered incant accompanying the sprinkling of night powder on the target. Taints a weapon, meal or item with unholy energy. The exact effect of the taint depends on the amount of powder used and the target itself. (1 use of night powder.)
Night's Embrace - A whispered incant followed by the inhaling of night powder. For the remainder of the encounter, the inhaler is granted perfect night vision and the unnatural ability to smell fear in others. One may track a target's location using this new sense. (1 use of night powder.)
Want to add a couple more to the list of initiate incants and feel that the number of cleric blessings is a little low as well. I like the idea of not having them both be the same or both be 'light/dark mages'. Hence giving them something different from their own spell list.
Not to mention having night powder be something they need to perform their twisted techniques means they can be searched for it by those in the know.
Hmm. From a quick read-over, it seems that Clerics get slightly weaker spells for more permanent use, while Initiates get stronger spells but have to pay via the powder. Am I correct on that?
More of a magical item than spells, but yeah, pretty much.
Thinking of combining this version of the clerics with the older version. Find something less clumsy to go with.
Might convert the Lights into different Cleric items that one has to choose one of upon joining. Sabre of Justice, Dagger of Compassion etc... Got plenty of time to hammer out the ideas since they'll be the last guild to open doors.
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Need to stream-line the initiate incants... some of them are potentially too similar. Also, Night's Twist might step on Thieves toes.
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My helpdesk should you need me.
Thinking of combining this version of the clerics with the older version. Find something less clumsy to go with.
Might convert the Lights into different Cleric items that one has to choose one of upon joining. Sabre of Justice, Dagger of Compassion etc... Got plenty of time to hammer out the ideas since they'll be the last guild to open doors.
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Need to stream-line the initiate incants... some of them are potentially too similar. Also, Night's Twist might step on Thieves toes.