I Follow The Path…
Higher Powers & Mystical Beings
Do You Possess The Faith…?
Find Your Power
From the Paths of Faith to Mystical Beings unknown, the world has much to offer…
The Light, The Dark and Nature are three higher powers of Telemere. The Light & Nature are eternally opposed by the Dark; where the Light seeks to protect, the Dark harms, where Nature seeks to nurture, the Dark corrupts and destroys.
Thus their eternal fight rages across the world to this day and will most likely continue until the end of time.
How Prolific Are These Forces?
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These forces are unevenly distributed throughout the world. The culture and moral temperament of a given locale will determine they type and quantity of followers one will encounter.
For instance, there are many more Druids in the Elven Unity than Dark Paladins; the opposite is true in Lithia.
Regardless of how they are distributed, the followers of any faith are few and far between.
What Does Your Character Want To Become?
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Look over the description of the relevant Skill Lists and see if any of them matches your character’s goals.
You may want to think about what type of niche you might carve for yourself within the game.
For example, you may decide that you want to be the High Druid. Is there someone else who already has that role in the game? Who would be the one to appoint you to the job? What can you do to make yourself the obvious candidate for the title?
Can I Follow More Than One Path At A Time?
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A character can only be a follower of one faith; therefore a character may only be a Druid, a Follower of the Light or a Servant of the Darkness.
Your character may only purchase skills off of one of these three lists.
How Do I Follow A Path? Learning In Game
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Every character’s path to becoming a follower or a servant is their own journey. However, over time it has been noticed that thre are a fw tips and hints that might help you on your way!
Out of Game, tell a Plot Marshal of your character’s intentions…because if Plot doesn’t know, the Higher Powers certainly don’t!
If your character wants to serve the forces of Evil, don’t tell anybody (In or Out of Game) EXCEPT for that Plot Marshal.
For the most part, Valoria is a good and lawful society and there are those who make it their life’s work to stifle the young evil of Valoria. Secrecy is often your most powerful weapon, until you receive the Dark Lord’s Blessing…!
Find people In Game that follow the Path you have chosen, spend time with them, watch what they do and learn from them.
The Paths of Faith
Mystical Beings
Commonly referred to as Mysticals, these beings are hard to miss, whether you go exploring… or if they come to you!
Followers of the Light
Paladin | Cleric | White Sorcerer
Paladin
Paladins are the proactive servants of the Light, going forth and smiting minions of the Dark, undead, demons and all manner of creatures and men who seek to harm others or spread evil.
Cleric
The Cleric fills the role of guide, protector, leader, helper and sometime defender.
Clerics guide people who seek to follow the High Lord not just with teaching them, but with their needs, charitably giving of themselves for the sake of others. Clerics primarily assist others in the fight against those who seek to harm.
White Sorcerer
White Sorcerers are divine practitioners of sorcery, adept in the high arcane arts of sorcery as well as devoted followers of the High Lord.
Their task is to help and support those who fight on the side of Light with their potent magics, for not only are they able to cast all the neutral rituals, but the potent white rituals, some of which are only available to the White Sorcerer.
The Laws
Clerics, Paladins and White Sorcerers must follow certain rules in order to maintain their skills and faith. These are the laws set down by the High Lord to his followers.
There may be other In Game rules set down by the Council of Paladins or other In Game organizations that the character may be asked to follow, but these are the ones set down by the Light and the character can lose access to their skills should they break one of them.
Laws for Paladins
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A Paladin must be good; always seeking to defeat evil, help others, and protect the innocent. They are followers of the High Lord and should endeavor to emulate his principles in their lives. A Paladin may never consciously commit an evil act, doing so immediately forfeits the character’s needed purity to use their skills.
A Paladin must destroy evil in all its forms – undead, demons, Servants of the Dark Lord, etc. – whenever possible and prudent. The Paladins are the righteous warriors who set themselves against the charge of evil. They are the vanguard.
A Paladin may never deny a request for aid from one proven to be defenseless and innocent.
A Paladin must always be truthful in all they say and do. A Paladin must never break an oath or promise, doing so is the same as lying. Lying, trickery and deceit are the tools of the Dark Lord and should never be used by a Paladin.
A Paladin may never willingly learn the Necromancy School, nor may they use any necromantic items, scrolls or abilities. They may never learn any necromantic skills. However, knowledge of evil is not evil and if the character has knowledge of Necromancy or necromantic skills they may become a Paladin so long as they never again willingly cast these spells or use these skills. When possible they should endeavor always to remove this knowledge.
A Paladin must always be honorable and they are held to the highest standards of honor as an example to all whom they lead.
Laws for Clerics
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A Cleric must be good; always seeking to protect the innocent, help others, and defeat evil. They are followers of the High Lord and should endeavor to emulate his principles in their lives. A Cleric may never consciously commit an evil act, doing so immediately forfeits the character’s needed purity to use their skills.
A Cleric must assist in the destruction of evil in all its forms whenever possible and prudent. Clerics are not called upon to fight in the front lines, but rather to assist those who do by whatever skills they have. Sometimes a fight is won not by the strength of arms, but by the support of others.
A Cleric is called to nurture, teach, advise and protect those proven to be in need. They are the spiritual leaders of the Followers of the Light.
A Cleric must never tell a lie. A Cleric must never break an oath or promise; doing so is the same as lying. Lying, trickery, and deceit are the tools of the Dark Lord and should never be used by a Cleric.
A Cleric may never willingly learn the Necromancy School, nor may they use any necromantic items, scrolls or abilities. They may never learn any necromantic skills or abilities. However, knowledge of evil is not evil and if the character has knowledge of Necromancy or necromantic skills they may become a Cleric so long as they never again willingly cast these spells or use these skills. When possible, they should endeavor always to remove this knowledge.
A Cleric must be honorable.
While a Cleric is not held to the same standards of honor as a Paladin, they still have their own code to live up to.
Laws for White Sorcerers
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A White Sorcerer must be good; always seeking to help others, protect the innocent, and defeat evil. They are followers of the High Lord and should endeavor to emulate his principles in their lives. A White Sorcerer may never consciously commit an evil act, doing so immediately forfeits the character’s needed purity to use their skills.
A White Sorcerer must assist in the destruction of evil in all its forms whenever possible and prudent. White Sorcerers are not called upon to fight in the front lines, but rather to assist those who do by whatever skills they have. Sometimes a fight is won not by the strength of arms, but by the support of others.
A White Sorcerer may never sell a white ritual. Receiving compensation for the components is acceptable, but they may never ask for more then the components cost. Additionally, a White Sorcerer may never deny a request for a white ritual from a good person so long as they are compensated for the components, the components are available, and they have the time and power to do so.
A White Sorcerer must never tell a lie. A White Sorcerer must never break an oath or promise; doing so is the same as lying. Lying, trickery and deceit are the tools of the Dark Lord and should never be used by a White Sorcerer.
A White Sorcerer may never willingly learn the Necromancy School, nor may they use any necromantic items, scrolls or abilities. They may never learn any necromantic skills or abilities. However, knowledge of evil is not evil and if the character has knowledge of Necromancy or necromantic skills they may become a White Sorcerer so long as they never again willingly cast these spells or use these skills. When possible they should endeavor always to remove this knowledge.
A White Sorcerer must be honorable. While a White Sorcerer is not held to the same standards of honor a Paladin, they still have their own code to live up to.
Code Of Honor
How To Play A Follower of The Light
The Quest
All Followers of the Light need to complete a quest before they can become Clerics, Paladins, or White Sorcerers.
Though this quest can come to the character from various In Game sources, ultimately it is the Plot Committee who decides when a character is ready to be quested and sets down the specific quest the character must complete.
Successful completion of this quest satisfies the “Plot Approval” requirement to learn the Cleric, Paladin, and White Sorcerer skills.
The Cardinal Oath
Every Follower of the Light needs to make a Cardinal Oath.
This oath helps to direct the character along their chosen course. The oath can be anything appropriate and is subject to Plot approval. Some examples of Cardinal Oaths taken by characters in the past are:
- Always protect the innocent.
- Help, heal and care for those in need.
- Kill all necromancers.
- Destroy all undead.
- Destroy demons.
This is not an exhaustive list, but should give the player some ideas as to what is expected.
The Focus
Every Cleric and Paladin must have a focus to use their faith skills.
Refer to the specific skill when in question. White Sorcerers also require a focus of sorts, their Ritual book acts as their focus.
The focus can be any item of any value, either in-game such as a piece of numbered jewelry or a weapon of quality, or in-play. When a character completes the necessary In Game requirements and learns the Cleric of Light and/or Paladin skills, they must choose a focus.
The character can have only one focus at a time and should they loose their focus it must be recovered.
If the focus is destroyed or lost beyond any hope of recovery, they may create a new one. The player must find out In Game how to do this.
Code of Honor
Honor is a very difficult concept to define, but in the next few paragraphs an attempt will be made to give the player an idea on how to play honor as a Follower of the Light.
One note, Clerics and White Sorcerers have the same level of honor and in this section, this book refers to both simply as Clerics.
When confronting a foe, the Paladin must be, as he is in all things, honest and upfront.
Never should a Paladin attack a foe that is unaware of him or his intent. Nor should the Paladin strike from the shadows as an assassin in the night. On the field of battle or in personal combat, the Paladin should never stoop to the level of his opponents.
Unlike the Paladin, the Cleric does not have to openly confront their foes.
Clerics can attack opponents while they are at a disadvantage, either because they are unarmed or unaware of the attack. It is acceptable for Clerics to ambush their opponents. They cannot kill or attack opponents while they are sleeping or assassinate them.
When trading for goods and services the Paladin should always deal honestly and be upfront in all things.
Never should he stoop to such low acts as withholding important information or actively misleading the other person.
Clerics have slightly more leeway in trading with others, they may allow the person to believe what they will or allow the person to place their own value on the item.
They still may never lie and can never withhold important information or actively mislead the person they are trading with.
When dealing with others, the Paladin shall always be honest, upfront, and forthright.
They may never deceive even by omission. If asked a direct question the Paladin should always answer with the complete truth, tell the person they will not answer the question, or say nothing at all.
Clerics have more freedom, depending on with whom they are dealing.
If they are dealing with an evil character or Servant of Darkness they are allowed to do as they will so long as they do not break their other oaths. They can withhold information or actively mislead them – anything short of actually lying to them. However with everyone else, the Cleric needs to hold themselves to a higher standard. While it is not necessary to be as forthright as the Paladin, the Cleric may go as far as allowing the person to believe what they will.
This is not a complete list by far, but should give the player a good idea of what will be expected of them as they play these Advanced Careers.
Special Rules
All characters that have Cleric or Paladin skills or is a White Sorcerer must follow their respective laws.
This skill set is subject to Plot approval and can be taken away or denied access to for failing to follow these rules. Should a character lose access to their skills, they must find a way to atone for their transgression In Game.
In addition, as with other faith lists, should a Paladin or Cleric lose their free will by a spell or skill they no longer have access to their Followers of the Light Skills.
This only applies to charm like effects that gives the wielder control over the target as is the case with Enslavement , and Dominate spells; Hypnosis; Demonic Charm, etc. Effects such as Silent and Mute , Bedazzle, Speak the Truth, etc. that do not control the character do not cause them to loose access from their faith skills. When the charm ends, the character can once again use their abilities.
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The following Followers of the Light skills: Heal Wounds, Life, Destroy Lesser Undead, and Destroy Undead are not used should the player miss their target.
If the target character calls a martial defense of any kind the skill is stopped but not used. If the attack takes effect or a spell defense that stops physical attacks is used, the skill is used up for that Skill Cycle.
There are special rules for the Destroy Undead skill and the player should read that skill description carefully.
Losing Faith
Sometimes a Cleric, Paladin or White Sorcerer may break their laws– either accidentally or on purpose.
Doing so causes the character to no longer be able to use some or all of their skills or rituals. A Plot Marshal will determine what effect breaking their laws has on the character’s faith skills. In Game, the character must find a way to atone for their transgression if they wish to regain their access to their skills.
Sometimes a Cleric, Paladin or White Sorcerer commits an act they can never atone for or renounces their faith; they fall from grace. These characters lose access to their skills and cannot re-spend their Build Points, their Body Points are unaffected. A character can choose to follow a new path, choose to be a Druid or Dark Lord.
More About Losing Faith
If they are accepted by one of these new paths, the Fallen Paladin’s skills are removed from their card, their Body Points gained from Follower of the Light skills are lost, and they can then use these unspent, refunded Build Points to purchase skills off the other two lists.
A White Sorcerer can choose to remain a Gray Sorcerer or become a Dark Sorcerer. Either way, the character does not lose the ranks of Sorcery they already have learned.
A character can only change faiths once ever and can never go back to their old faith. Equally, a character can only have skills from one faith at one time ever.
Servants of Darkness
Dark Paladin | Dark Cleric | Dark Sorcerer
Dark Paladin
The Dark seeks to spread death and destruction throughout the world.
Dark Paladins are the shining beacon of darkness, the open champions of Evil; ever seeking the downfall of those who follow the Light, the rule of the mortal races, the subjugation of the weak,and the spread of their master’s Evil.
Dark Paladins destroy, oppress, and rule the common man, ever seeking to spread their master’s evil.
Dark Cleric
The Dark Cleric often plays the role of insurgent, spreading lies and corruption among the people where they live.
They dominate and control their followers, teaching them the ways of the Dark Lord. They find any and all ways to spread the Evil and foster their own dark desires.
Dark Sorcerer
Dark Sorcerers are divine practitioners of sorcery, adept in the high arcane arts of sorcery as well as servants of the Dark Lord.
Their task is to help and support those who fight on the side of evil with their potent magics, for not only are they able to cast all the neutral rituals, but the potent dark rituals some of which are only available to the Dark Sorcerer.
The Dark Sorcerer’s role is mainly to strengthen and help those who fight on the side of evil.
The Laws
Dark Clerics, Dark Paladins and Dark Sorcerers must follow certain rules in order to maintain their skills and faith.
These are the laws set down by the Dark to its servants.
There may be other In Game rules set down by the other In Game organizations that the character may be asked to follow, but these are the ones set down by the Dark and the character can lose access to their skills should they break one of them.
Laws for Dark Paladins
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A Dark Paladin must be evil. Forever shall they be bound to the will of the Dark Lord and ever foster his ideals and precepts. A Dark Paladin must be overtly evil, a shining beacon of darkness and evil. Dark Paladins are the ultimate champions of evil and must act accordingly.
A Dark Paladin must destroy good whenever possible and prudent. Dark Paladins are called upon to fight on the front lines of the war against the light, and they are required to seek its destruction.
A Dark Paladin may never willingly commit a selfless act, even to feign goodness in order to fool others and ingratiate themselves.
A Dark Paladin must always obey the Dark Lord and those who bear his word. Sometimes there may be those who will lie and claim they were given sovereignty over the Dark Paladin. It is up to the Dark Paladin to determine the validity of this claim, but should they choose wrongly, they will be punished accordingly.
Laws for Dark Clerics
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A Dark Cleric must be evil. Forever shall they be bound to the will of the Dark Lord and ever foster his ideals and precepts.
A Dark Cleric must destroy good whenever possible and prudent. Dark Clerics are not called upon to fight on the front lines of the war against the light, but they are required to seek its destruction by whatever means is available to them.
A Dark Cleric may never willingly commit a truly selfless act, they may however feign goodness in order to fool others and ingratiate themselves with those they seek to corrupt and destroy.
A Dark Cleric must always obey the Dark Lord and those who bear his word. Sometimes there may be those who will lie and claim they were given sovereignty over the Dark Cleric. It is up to the Dark Cleric to determine the validity of this claim, but should they choose wrongly, they will be punished accordingly.
Laws for Dark Sorcerers
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A Dark Sorcerer must be evil. Forever shall they be bound to the will of the Dark Lord and ever foster his ideals and precepts.
A Dark Sorcerer must always exact a price, be it coin or some other self serving fee, in exchange for any dark ritual they cast on another.
A Dark Sorcerer may never willingly commit a truly selfless act, they may however feign goodness in order to fool others and ingratiate themselves with those they seek to corrupt and destroy.
A Dark Sorcerer must always obey the Dark Lord and those who bear his word. Sometimes there may be those who will lie and claim they were given sovereignty over the Dark Sorcerer. It is up to the Dark Sorcerer to determine the validity of this claim, but should they choose wrongly, they will be punished accordingly.
Path of Nature
Druids | Druidic Society | Animal Totems & the Elements
Druids
None but the truest evil seeks to seeks to hinder a druid.
Through the centuries it is been proven that these stalwart guardians of nature are always there to help restore the balanced rhythms of life. In a world almost constantly under assault by cosmic forces, Druids are the last line of defense for the natural world.
Characters wishing to follow this faith should seek out the Druids and find out In Game what it really means to be a Druid.
Druidic Society
Druidic Society on Telemere…
Animal Totems & the Elements
Once a character becomes a Druid they are given a guardian totem animal.
The guardian totem is the spirit of an animal that most represents the Druid’s nature and demeanor. This totem may also be called upon during Druidic ceremonies and may be called upon by the Druid while in long meditation for guidance and advice.
This is also the animal form that the character will assume when they take on the Aspect of the Beast if they purchase that skill.
Druids call upon the power of the elements – those primordial forces that all things in the world are made from – while in service to Nature.
Druids call upon the power of the elements – those primordial forces that all things in the world are made from – while in service to Nature.
Druids are gifted with abilities that allow them accesses to these forces and they choose one element to start their journey with.
This is generally the element the Druid feels closest too. They can learn to wield other elements later on if they choose.
Those Druids who fully embrace the elemental power of nature magic can learn the Elemental Quintessence skill and become empowered by their favorite element.
Rules for Druids
A character can only follow one faith at one time; therefore a character cannot become a Follower of the Light or Servant of Darkness while they are still a Druid.
Any race that has free will can become a Druid. Characters such as goblins, orcs, trolls and other creatures that do not have free will cannot follow any faith.
Special Druid Skill Rules
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All characters that have Druid skills must follow the Druidic Code.
This skill set is subject to Plot approval and can be taken away or denied access to for failing to follow these rules. Should a character lose access to their skills, they must find a way to atone for their transgression In Game.
In addition, as with other faith lists, should a Druid lose their freewill by a spell or skill they no longer have access to their faith abilities. This only applies to charm like effects that gives the wielder control over the target as is the case with Enslavement and Dominate spells; Hypnosis; demonic charm, etc. Effects such as Silent and Mute, Bedazzle, or Speak the Truth that do not control the character do not cause them to lose access from their faith skills. When the charm ends, the character can once again use their abilities.
Breaking the Druidic Code has an effect on the character’s faith skills; In-game, the character must find a way to atone for their transgression if they wish to regain their access to their skills.
Sometimes a Druid commits an act they can never atone for or renounces their faith; they fall from grace. These characters lose access to their skills and cannot re-spend their Build Points, but their Body Points are unaffected. A character can choose to follow a new path, either to be a follower of the High Lord or Dark Lord. If they are accepted by one of these paths, their skills are removed from their card, the Body Points gained from Druidic Skills are lost, and they can then use these unspent, refunded Build Points to purchase skills off the other two lists.
A character can only change faiths once ever and can never go back to their old faith. Equally, a character can only have skills from one faith at one time ever.
Druidic Code
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There are five rules the Forestals have set down for their followers to live by.
There may be other In Game codes and restrictions placed upon the character by the In Game teachers and organizations but these are the ones that the Forces of Nature have set forth.
They are as follows:
A Druid must protect and defend nature from abuse at all times.
The Druids are the trusted caretakers of Telemere and are tasked with its protection. A farmer who harvests crops or fells some trees to keep warm in the winter is using the bounty of Nature appropriately. A town that destroys an entire forest to better the view of a river is abusing nature and should be stopped.
A Druid must oppose the corruption of Telemere in all ways.
Foremost amongst these corruptions is Necromancy. All sources of Necromancy, from practioners to it’s creations, must be destroyed or purged when found. The struggle against necromancy must be fought always for the undead never rest.
A Druid must always seek to maintain the healthy and natural balance of the world.
The natural, wild places of the world as well as the towns and cities of the mortal races are all their gardens to tend. The forests, streams, oceans, plains, savannas, and swamps, all the places where the struggle and drama of life plays out is under their watchful eye.
A Druid cannot ever tell a lie.
In order to perform the role of guide and advisor that many Druids find themselves in, they must be trusted. Their words therefore must always be free of lies.
A Druid may never learn Necromancy, cast any necromantic spell, or use any necromantic item.
Necromancy is the bane of Nature and Druids must not succumb to its temptations.
Nature Magic
Nature Magic works just like any regular low magic school; it must be learned rank by rank, requires the use of the correct full verbal and costs Energy Points.
Standard spell defenses will stop the effects of these spells – Negation, Spell Shield, etc – except the character gains no Energy Points if an Absorption spell is used. A character can use the Redirect skill to redirect a Nature Magic spell.
Nature Magic spells cannot be used with Warlock skills, Create Scroll skill, or Sorcery Rituals.
In order to learn ranks of Nature Magic, the character must meet the following requirements in addition to the listed prerequisites.
Rank | Number of Unique Druid Skills
1 | 2
2 | 4
3 | 6
4 | 8
Rank One
By Nature’s Will I…
Create Food and Water
Spell Verbal: By Nature’s Will, I…
…Create Food and Water
Duration: Instant
1 Energy Point
With this spell, the Druid may produce an edible meal out of the earth.
The meal created is the minimum requirement for healthy survival for one person for a day. The food is neither very filling nor great in quality. The Druid also causes a small jet of water to spring from the ground for one minute producing 4 liters of pure drinking water.
The Druid may produce food for themselves for the month instead of paying the monthly maintenance to Logistics.
Repel This Being
Spell Verbal: By Nature’s Will, I…
…Repel this Being
Duration: While Concentrating
2 Energy Points
This spell compels the target character to be unable to attack the Druid with attacks or spells. If the Druid attacks the target, the spell will end.
The spell lasts as long as the Druid concentrates. Out of Game, in order to represent this, the player must hold their arm outstretched parallel to the ground with their palm facing towards the target.
This spell is a charm like effect and therefore can be stopped by Resist Suggestion spell, the Iron Will skill, and other defenses that stop charms in addition to other defenses that stop spells.
If the target has a +10 or greater Strength Bonus, Non-Combinable they are unaffected at all by this spell. The character must have this before they are affected by the spell, they cannot invoke latent spells or skills or invoke items to gain the +10 Strength Bonus, Non-Combinable after they are affected by this spell to free themselves.
Rank Two
By Nature’s Will I…
Entangle Your Limbs
Spell Verbal: By Nature’s Will, I…
…Entangle Your Limbs
Duration: 3 Seconds
3 Energy Points
This spell causes vines to rise up and entangle the targeted character’s arms and legs together and pinning them to the ground for 3 seconds.
While under the effects of this spell, the character is unable to move and must place their arms at their sides and legs together.
Heal Your Disease
Spell Verbal: By Nature’s Will, I…
…Heal Your Disease
Duration: Instant
3 Energy Points
This spell will cure most diseases, including the one caused by the Cause Disease and Plague spells.
Rank Three
By Nature’s Will I…
Strike You Down With Thunder and Lightning
Spell Verbal: By Nature’s Will, I…
…Strike You Down with Thunder and Lightning
Duration: Instant
6 Energy Points
Target character suffers 24 points of damage from magical lightning and effected by a 5 second Torso Stun.
Shields of quality will stop all the effects of this spell.
Create A Wall of Brambles
Spell Verbal: By Nature’s Will, I…
…Grow a Wall of Brambles
Duration: End of Current Skill Cycle or Until Destroyed
6 Energy Points
This spell creates a 10 foot by 10 foot by 1 foot nearly impassable wall of thorny vines and brambles.
The wall is non-magical and can be destroyed by receiving 100 Body Points of damage or a Kill Spell. The wall suffers double damage from fire attacks.
Any creature attempting to pass through the wall suffers 14 points of normal damage and becomes stuck in the wall.
Any creature stuck in the wall may push their way through in 5 seconds with a +3 or greater Strength Bonus. Characters with a +6 or greater Strength Bonus may pass unhindered but not undamaged.
The Wall of Brambles follows the normal wall spell rules except that the Druid need not concentrate to maintain the wall. The Druid must have a 10 foot long piece of green garland to represent the wall. When the wall is first cast, anyone in the area of effect must choose which side of the wall they wish to wind up on.
The wall remains until the end of the current Skill Cycle or the wall has taken enough damage to destroy it. The wall may not be removed by a Dispel Magic or Sever Magic spell and the wall cannot be healed, but the caster can freely pass through the wall at will.
Rank Four
By Nature’s Will I…
Travel Through This Tree To Another Place
Spell Verbal: By Nature’s Will, I…
…Travel Through this Tree to Another Place
Duration: Special
8 Energy Points
By use of this spell, the Druid may transport themselves and all items carried and worn through one tree to another tree.
The trees must be touched and be at least one foot in diameter. The Druid may take one other living character with them.
After completion of the verbal, the character must put on a white headband.
From the time the Druid puts on a white headband, they have 20 seconds to reach the other tree and the Druid cannot be blocked by other characters while moving. If the Druid does not reach another tree by that time, they are brought to the Brink of Death and rise up through the earth where the time ran out with everything they are carrying including another character. This additional character is not harmed.
The Druid cannot drop or pick up any items while they are tree walking.
Note that the player does not call a Hold to use this spell.
Transmute Your Flesh To Stone Forever
Spel Verbal: By Nature’s Will, I…
…Transmute Your Flesh to Stone Forever
Duration: 6 Skill Cycles, Inclusive
10 Energy Points
The targeted character and all items carried or in hand including Mithril and magical items are turned to magical stone until the end of the current Event.
The target is not dead but in stasis, their Death Count and all other timed effects – alchemical durations, diseases, Death Slave, etc. – stop. They cannot be affected by physical attacks or spells including those augmented by Warlockery.
The affected character may be moved with a +6 Strength Bonus, Non-Combinable or better.
This spell may be undone with Oil of Stone to Flesh or Restore Flesh spell or certain sorcery rituals. Dispel Magic and Sever Magic spells have no effect on the stoned character.
The Druid who cast the spell can remove it by touching the player with a spell packet.
Restore You Back To Flesh Again
Spell Verbal: By Nature’s Will, I…
…Restore You Back to Flesh Again
Duration: Instant
10 Energy Points
This spell turns a character that is currently turned to stone back to being flesh again in the same state they were when turned to stone.
Therefore, if a character was Mortally Wounded and then turned to stone, they are still Mortally Wounded and their Death Count continues.
This will undo most turn to stone effects such as a Basilisk’s gaze, a Gorgon’s Gaze, the Flesh to Stone spell or similar spells or effects.
Paths of Faith FAQs
Some commonly asked questions about the Paths of Faith…
Where and when were you born?
Into what social class were you born?
What specific goals does your character have?
Who are your parents? Do you have any siblings?
Do you have any close friends or enemies?
What do you want most in life?
What tempts your character?
How did you come to learn your trades (if you have learned any)?