Church of Magnara

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The Temple of Law, the church of Magnara is amongst the largest and best well known churches of all the gods. Most of its followers tend to be bards, wizards, sages, shamans and a number of monks. The Church is a church of laws and regulations. This is predicated by the fact that magic itself must follow specific sets of laws in order to perform correctly.

The Church believes that all magic must be used with discretion and not used simple for that fact that it is magical. In this light, the church attempts not to control magic but rather to move magic towards the wishes of Magnara. For this reason, the Church attempts to somehow be involved in every bit of magical research or experimentation that they know of. This is accomplished through visions from the god himself. As Magnara is the judge of every new spell or magical construction within the Omniverse.

Through out the world people look to the Lord of Questions and his priests to protect them from dark magic and those that would employ them to harm or destroy their ways of life.

The largest and oldest established Temple of Law is Dardura Sheva. It is a temple filled with hundreds of thousands of books dedicated to magical knowledge and research. The church has roughly 15,000 clergy, mostly made up of spellcasters, and nearly 400,000 worshipers. The church is highly structured with a strict hierarchy.

Contents

Hierarchy

Based on the Laws of Magic, the hierarchy of the church is both highly structured and well disciplined. The head of the church is Lord Magi Calzuth Arclium who governs over the church as the Chosen of Magnara. He is served by numerous sages, other spellcasters and advisers from all aspects of the church.

Titles used by the church are: Petitioner, Acolyte, Magi, Reverend Magi, High Magi, Lord Magi.

Motivation and Goals

The Church is strongly motivated towards the preservation of all things magical and keeping the art of magic pure. This keeps many priests of the church very busy as they are always on the look out for those that would warp the Great Ebb of magic within Kralis.

The church is also heavily invested in magical research in better understanding of the Laws of Magic.

Magic is seen as something that can be examined, its parts individually studied so that spellcasters can have a better grasp of what they are doing. Every member of the church clergy is taught that they must be cautious in their use of spells, and in the creation of new spells so that they do not commit the greatest sin against the Laws of Magic: Performing an Act of Magic that cannot be undone.

Day-to-Day Activities

Clergy of the church have numerous responsibilities. The majority of priests are busy working hard to preserve all magical lore in vast volumes stored not only in the churches and temples spread through out Kralis, but also within secret chambers, heavily guarded laboratories and small, hidden libraries so that magic will will always flourish. There are others that secretly ensure that no spell or magical construction is lost and that such knowledge is shared or records kept of such knowledge. Others still serve as sages, justicars, work to dissuade the practice of overtly dark magic.

Recruiting

Recruitment into the church is done by rare invitation by a Reverend Magi. This is done to ensure that those that are welcomed in to the church do so under the impression that they have been scrutinized for their commitment or desire to protecting the Great Ebb as well their personal believe on how magic should be used.

Rituals and Ceremonies

The Church holds holy revel on the full and new moons of each month. These revels are used to keep priests in touch with the motion of the Great Ebb from which all spellcasters gather their power to cast spells. Every twilight those of Magnara pray silently for guidance and courage for all they will attempt through use of magic for the day. For the most part, worship of the Lord of Questions is a very personal thing that each priest does in their own way and manner.

Centers of Worship

The Temple of Law in Dardura Sheva is the oldest, largest and most revered of the Magnarian Faith. Another powerful temple is the House of Law that is located in the Blue Mountains. This temple rivals the one in Dardura Sheva in its size, but is unquestionably the most opulence.

Vestments and Garb

Priests of Magnara are often dressed in layered robes of dark blue or purple. The symbol of the Lord of Questions is emblazoned on the chest of these robes.

Allies

The church of Magnara sits in a unique position amongst the religions of Kralis. Unlike, most of the neutral philosophy based churches whom have allied themselves with either good or evil, the Church of Magnara is autonomous. It does so that it can be held above reproach in most matters and that it can be regarded as neutral party in all conflicts. However, this does not mean that the Church will not act if attacked, nor will it stand by and allow abuses of magic occur.

Enemies

There are no organized enemies of the Church. Rather most are individuals seeking to garner secret information from the Church. There have always been the occasional cult that rises in order to attempt to infiltrate the Church for nefarious reasons.

Game Information

Characters that choose to become a member of the Church of Magnara have their base Merit Point requirements increased from 1000 to 1500 per rank.

TypeHoly Order
Influence LevelGlobal
CategoryPrerequisitesBonusObligation
PetitionerDivine Knowledge, Leadership, Lore (Religion)Member of Church, Ask for Aid from other MembersProstelyze
InitiateDivine Knowledge (85), Etiquette, Lore(Deity, Celestial), Must be Recommended by Reverend MagiGain Access to Church Funds, Gain access to Faith SpellsQuest (Vanquish a Foe), Train Petitioner (Follower)
AcolyteDivine Knowledge (122), Leadership (80), Lore (Deity, Religion, Celestial) (80), Etiquette (70)Gain Additional Priestly Training (+10 bonus to Divine Knowledge Turning), Gain Dual Duties AbilityQuest (Establish a Church), Perform task from Magi
Magi Divine Knowledge (150), Leadership (90), Lore (Deity, Religion, Celestial) (104), Etiquette (85), Devoted Philosophy+20 bonus to Divine Knowledge vs. Enemies of Church; Gain Priestly Vestments, Gain Resistances AbilityDeclare a specific church as home base, Quests (Reverend Magi Appointed Tasks)
Reverend Magi Divine Knowledge (171), Leadership (120), Lore (Deity, Religion, Celestial) (110), Etiquette (115)Command of Forces of Church (Warriors, Crusaders, Knights, etc.); Gain Priestly Implement of Service, Gain Blessings of Magnara AbilityExpand reach of Local Church - Establish 4 Churches
High MagiDivine Knowledge (195), Leadership (140), Lore (Deity, Religion, Celestial) (130), Etiquette (130), Fanatic Philosophy, Cause 3 Major Enemies of Church to be defeatedCommand of 4 Reverend Magi and their resources, Gain Warding Aura AbilityQuest (Create Holy Relic), Serve on Church High Council at least once
Lord Magi Divine Knowledge (200), Leadership (160), Lore (Deity, Religion, Celestial) (160), Etiquette (160), Can only be selected by DeityControl of whole Church, Gain Perfect Body AbilityExpand reach of Church

Turning Options

Priests of Magnara may not use Turn Undead or Turn Monster. They may gain two of the following in replace of these Turning Options.

Magical Light: By means of this ability you may cause a simple, radiant light to appear within 30' of you. This light is just bright enough to read from but not bright enough to cause others any discomfort. The light lasts for 1 hour per rank.

Quick Power: Through the use of this your calling of powers is reduced by 1 Action Point.

Identify: Identify allows you to identify that an item is magical that you hold and examine for 5 minutes.

Stability: This allows you to call upon powers without the need for a Concentration check where normally you might need one.

Divine Spells

Entropy

Power Rank: 8

Range: 40+5' per success (max +50')

Duration: 1 Phase per Success

Area: 30' Diameter

Activation Time: 3

Defense: Special; See below

Through the use of this divine spell you cause the entire area you specify to become effected by a storm of chaos and entropy. All beings within the area suddenly become disoriented that creates indecision and the inability to act. Beings in the area are each affected by one of the following:

  • 1 Wander away aimless for the duration of the power
  • 2-3 Are Dazed for the duration of the power
  • 4-5 Attack nearest creature
  • 6-8 Is Confused for the duration of the power
  • 9 Is Staggered for the duration of the power
  • 10 Act normally

Targets within the area gain a Wits check at a TS of 3 to ignore the effects of this spell.


Delay

Power Rank: 3

Range: 20'

Duration: Instant

Area: 1 Creature

Activation Time: 3

Defense: Divine

Through the use of this spell you are able to target a single being that is a caster or priest and cause them to suffer a delay in there casting. If they fail their Divine Defense all their Casting Times are increased by +1 AP for the next turn.


Revelations

Power Rank: 6

Range: 90'

Duration: 1 turn

Area: 30' +5' per success (+50 max) Diameter

Activation Time: 1 turn

Defense: None

By means of this divine spell you cause everything within the area of effect that is hidden by invisibility or is ethereal to become visible.


Spell Immunity, Greater

Power Rank: 9

Range: 0'

Duration: 1 phase per 3 Successes

Area: Self

Activation Time: 5

Defense: None

By means of this spell you are able to cause yourself to become completely immune to 1st through 6th Power Level spells of two specific Elements that you must declare at the calling of this power.


Spell Immunity, Lesser

Power Rank: 6

Range: 0'

Duration: 1 phase per 3 Successes

Area: Self

Activation Time: 5

Defense: None

By means of this spell you are able to cause yourself to become completely immune to 1st through 3rd Power Level spells of a specific Element that you must declare at the calling of this power.


Spell Immunity, Mass

Power Rank: 12

Range: 0'

Duration: 1 turn per Charisma Modifier

Area: 60' + 5' per success (+50 Max) Diameter

Activation Time: 1 turn

Defense: None

As per Spell Immunity, Greater except that you effect all allies within the Area of Effect.



Subvert Magic

Power Rank: 7

Range: 90'

Duration: 3 Turns

Area: 1 Creature

Activation Time: 3

Defense: Divine

Through the use of this divine spell you are able to cause the base damage of a targeted beings magical spells to reduced by 1 point to a minimum of 1 point.

Faith Abilities

Identify

Requirements

Controlling Attribute: Int 80, Cha 80

Through the use of this ability you are able to identify the magical properties of an item as though you cast the spell identify. This takes a full hour of you holding and studying the item. Once this time is complete you must make an Intelligence check at a TS equal to the Power Rank TS' of the items as listed in the spell. You may use this ability once per day.


Dual Duties

Requirements

Controlling Attribute: Int 80, Cha 90

By means of this ability you may treat both Divine Presence and Arcane Touch as Focuses. You also are able to treat Spellcraft and Divine Knowledge as Focus skills. In addition, all spells and divine spells are considered 1 Power lesser than listed.


Resistances

Requirements

Controlling Attribute: Will 80, Cha 95

Through the use of this ability you become resistant to a specific type of element: fire, cold, acid, sonic, heat, or electrical. You may chose a new element to be resistant to every 5 ranks. This resistance is equal to 35 plus your Willpower Modifier.


Blessings of Magnara

Requirements

Controlling Attribute: Will 85, Cha 100

Merit Cost: 300

Both your divine powers and spells gain your Charisma Modifier and Intelligence Modifier as bonus damage, if the do not normally. In addition, either your Divine Powers or Spells increase their base damage dealt by +1.


Warding Aura

Requirements

Controlling Attribute: Will 90, Cha 105

Merit Cost: 300

You are able to create a warding aura around yourself extending 5' around you. This aura is invisible to others and deals damage to them if they attempt to pass through it to attack you. You may chose which type of aura you create: Acid, Fire, Cold, Electrical. Each aura does 2 times your Charisma Modifier in damage and ignores any Armor Absorption. This aura moves with you, but you cannot force another creature to pass through it, doing so causes the warding to have no effect. Only those with the intent to do you harm or attack you are effected by the warding.


Perfect Body

Requirements

Controlling Attribute: Will 100, Cha 110

Merit Point Cost: 300

As a Chosen of Magnara you have been gifted with long life. Death by natural means is impossible for you. You will never age again any Attributes that are considered Old or greater are restored to Adult Status. In addition all your attributes are increased to 100, if they are not already at 100.

Gear and Items

Priestly Vestments

Robes of Armor: These robes are dark blue in color and have the symbol of Magnara emblazoned on them. Normally, the robes are loose fitting allowing for normal movement, however, upon your command they become tight-fitting and become like Full Plate (see Legends of Kralis) the robes will stay in this form for 1 phase per Charisma Modifier and can be used twice per day. You do not need the required minimum Strength to use these robes when they are Full Plate.

Priestly Implement of Service

Staff of Magnara: This is a plain white wood staff in most regards. However, in your hands it is able to generate an invisible defense aura that surrounds you in a dome like shape with a radius of 20'. This dome can protect you from any magical attack both area effecting spells and direct attack spells from any source, other than those cast by deities. You may use this ability a number of times equal to your Charisma Modifier and the dome lasts against 1 attack each use. Activation of the staff can be done as a Move Action.

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