#clerics typically pull from a divine source for magic
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nullifi-blr · 6 months ago
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there’s something interesting about death in eldermourne. there’s something haunting the third mates, like a cold hand waiting to lead them to death.
zirk gave up his life in an effort to save irena. he made a deal with a winter fairy of death for one last chance, and failed. he died, right then and there. throughout the journey, zirk was always the first to drop unconscious. the first to die, but somehow still managing to live. even when he fully died, he was able to revivify.
fia nearly died as a child, but was saved by batilda. she is a woman stuck in her past, chasing the one person she cared for as a kid long into adulthood. irena became her one mission in life. fia is a nostalgic at heart, her powers are time based. stop the clock, rewind, and try it again.
i wonder if fia’s “time devil” and zirk’s winter fairy are one in the same. in a world of reincarnation, death can really just be the stopping of a clock, rewinding it, and setting it to go again. why would one random winter fairy reach out to zirk in that moment of desperation? why does this fairy care about this mission?
there is a haunting of death in eldermourne. monsters and fairies lurk around every corner. but no fiends. no devils. but i suppose any fairy with darker motives would seem more like a devil than a god. there is no trickier devil of time than death itself.
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cantfoolajoker · 5 years ago
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the investigation team as dnd classes
after sees and the thieves, we’re here now for the final part of this dumb series. thank god the i-team has the smallest cast size so this isn’t as lengthy as the other two, but it’s still going under the read more for reading sake. enjoy!
lets start off with our main lad souji/yu who i vote is a knowledge domain cleric. alternatively, could also be a tempest cleric if you want more zappy zappy, but i’m focusing on his pursuit of knowledge here. as the name implies, these clerics worship gods of knowledge and their temples are typically libraries. they get things such as read thoughts (using their channel divinity to read the thoughts of creatures at a surface level if they fail a saving throw) and visions of the past, which lets them see what happened in the past to a specific item or area. their domain spell list also includes speak with the dead (yikes) and scrying (so he can talk to nanako whenever :) ).
yosuke is 100% a drunken master monk and here’s why: drunken master monks fighting style is entirely based around being agile and essentially moving as if you had the unsteady feet of someone drunk, making yourself light and able to effectively dodge moves while making your opponent undermine you. while yosuke isn’t That ahead of the game in terms of how he tries to portray himself, his actual fighting style of being very acrobatic and airy fits into drunken master nicely especially considering the hit and run tactic the class utilizes. also, since we all now know yosuke is the fastest character in the p4 arena games, here’s some extra tidbit info: monks get extra movement speed every few levels and if you were to make him a wood elf, he’d have the highest speed of anyone, including a certain warforged monk. have fun with that.
so this may be a bit of a controversial take but chie as way of long death monk because of how much she wants to protect other people. their fighting style focuses on understanding how death functions and essentially ensuring they are able to accurately take down opponents by examining the different aspects and fundamentals of death. they can expand ki points to avoid death with “mastery of death” and can frighten enemies with “hour of reaping” due to their skill set. also, they get the main staple of monks which is a normal hit die for using an unarmed strike, so chie can kick as much as she wants.
i feel like yukiko is an evocation wizard since she is both a magic user and also like does put in some dps, as well as it makes sense her highest stat would be intelligence. school of evocation as a subclass is basically the dps subclass for wizard that focuses on blasting spells of most elemental affiliations but it is very commonly associated with fire since that is the most explosive (and also fireball is a very fun spell). you also get the sculpt spells feature which allows you to redirect your spells mid casting them which no other wizard subclass can do, and potent cantrip, which basically forces the enemy to take half the damage of the cantrip even if it succeeded on the saving throw. also yukiko Would threaten to hit people with her giant magic tome she keeps her spells in, don’t lie to me.
kanji’s a paladin because he’s a tanky boy and i felt that giving him barbarian would be a cop out. oath of ancients paladin i feel is the best fit for him since they’re first and foremost considered one of the oldest subclasses as they date around to druids, their essential full class cousin, who are considered ancient divine magic, and this fits as a reminder that kanji comes from an equally traditional family. their tenets essentially stand for protecting the inherent light and creativity of the world rather than a sense of morality; they uphold art and song and the general beauty of life, meaning kanji’s sewing also takes a very important role as they typically don their armor with decorations relating to this concept as a reminder that they are protecting light and life. most of their attacks center around a nature theme, and they even get a new form at 20th level due to elder champion that is almost akin to an ancient force of nature. also, they get speak with animals as an oath spell, i feel like that’s the best selling point.
alright rise’s a bard. we all knew that one. i feel like she’s a valor bard especially given her ability to fight in p4au, since valor bards aren’t exactly melee like their swords cousins but they still can pack a punch and assist their dps in combat. they can provide inspiration mid fight and also use their music to heal some hit points. flavor wise, they’re known for singing about heroes to inspire other heroes and can be considered very classic bards, and since those are typically the most popular kinds of bards, it does parallel nicely to her idol status.
teddie’s an eladrin first and foremost, potentially one that’s sort of mixed between all of the seasons to match his primary color self as well as encapsulate on the fact he would essentially be an off color fey adjacent figure like his harmless-yet-potential-to-be-harmful shadow origins in source. because of this, i think leaning into that would be good and druid circle of dreams may be the best fit for him; these druids pull their power from the feywilds and specifically the dream like state it has since generally being in the feywilds feels unreal to most people not naturally originating from it. they invoke the power of both the summer and the gloaming courts in order to act as essentially a poster child for the hopefully peaceful relations between the feywilds and the material plain, and as such they get “walker in dreams” which allows them to plain hop much like teddie can do between the shadow world and the normal world. also, like all druids can do, he can shapeshift into animals, and he can keep being his beary best self.
okay so like, i know gunslingers are a thing, but also naoto strikes me as an inquisitive rogue because they’re basically the actual detective class and subclass combo of dnd. the big take away is they have a very keen eye and basically amp up their insight and perception skills to the max, with unerring eye even allowing them to see through illusions or other magic designed to deceive one’s senses. naoto can Also have a gun still while in this class regardless and even get bonus damage on it if they get sneak attack, which is pretty neat.
bonus: adachi is a gunslinger fighter bc he literally made a model gun have a functional barrel cause he wanted a gun that badly. alternatively, he could be a fiend warlock or even the artillerist artificer bc he almost definitely has the int stat for it.
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malaismere · 5 years ago
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ok so a couple of things here:
Clerics and Paladins....don’t actually need anything to exist to get their magic. Their form of divine magic is powered by belief, so, as long as they believe the luxon gives them powers, they’ve got them. For the same reason, the guide specifically says there aren’t any warlocks of the Luxon, because warlocks need something to actually make a deal with them. 
But - as we see with the Great Old One, you don’t necessarily need to make a pact - you can also just tap into the power source, without it even knowing. So, I think, that vein of Warlock could probably work.
druids are also kind of weird, because their powers can come from belief in gods, or just a tie to the natural world - and in a lot of ways, the luxon is kind of antithesis to the natural cycle of life and death? although it would be really easy I think, to flavor the ua circle of stars as a luxon druid.
I’ll admit that I don’t necessarily think that dunamancy wizards pull power from the Luxon - the way it’s been portrayed has mostly been that by examining the Luxon the inspiration to use typical magic in not previously thought of ways - there are standard spells that are also considered ‘dunamancy’ from the PHB, after all. 
But I think inspiration is a form of power all in itself - I don’t know if I could buy the nuke theory,  but the idea that by touching  the beacon, you see the universe in a new perspective, and that lets you access powers that you never thought of? 
in that same light, i think the idea of luxon bards is wonderful. I think specifically consecuted bards works really well, playing up the skill monkey side of things and also the using your voice to shape the world around you in ways other people don’t think possible.
this is also giving me the inspiration to revamp my consecuted soul sorcerer, because the idea of being tied to the beacon granting you not necessarily power, but the ability to view the world in a different light and access that power outside the standard frame of reference sounds very, very luxon.
so as the hiatus continues the brain cell I have dedicated solely to cr has been focused on wondering wtf is up with the beacons, especially in regards to divine vs arcane magic. not sure if many people have brought this up, but I thought I’d put in my two cents for shits n gigs
somewhere in the EGtW, it was said that clerics of the luxon do exist, but nobody’s actually seen the luxon before. So that’s established that the beacons are a source of divine energy
AND we know that wizards don’t have to believe in anything to cast, but dunamancy is only found in the dynasty, which implies that somehow even arcane casters can use the power of the luxon. based on what Essek’s said, it seems like they just have to study them/learn from someone to be able to practice dunamancy
so, regardless of whether you believe in the luxon or not you can use its power - shit, we’ve even seen that in the fact that the nein could attune to the beacon right off the bat. Which got me thinking - what are the limits of the mediums you can access the luxon in?
could you make a pact with the beacons and create a luxon-warlock? Swear an oath? Create a ‘circle of the luxon’ Druid? If you get a bard to stand close enough to it would they start bending time?
all this shit makes it seem like the beacons are some sort of ‘universal adaptor’ - as in, they’re not one particular type of magic, but instead are just raw power sources that anyone with magical abilities can tap into
so NOW im wondering why tf these things exist and also why they’ve been buried underground all across wildemount
Tl;dr - I think the beacons are magical nuclear reactors and that bards could use them like superpowered guitar amps
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planarfates-blog · 8 years ago
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Magic of Pan-Tyrel
The Weave
The weave is the lifeblood of Arcane magic, where clerics and paladins draw power from their faith and deities, wizards and other Arcane spellcasters draw power from the weave. This net of raw power is maintained by Saekra, The goddess of magic. Where the Weave touches Pan-Tyrel it manifests as Ley Lines. When there is a tear in the weave you will often find dead zones where no arcane magic can be cast, other strange areas are wild magic zones where the weave hold little control over the flow of arcane energy in that area and spells may not have the desired effect.
Ley Lines
Ley lines are paths along which magical energies are emitted. They are the mystical tendrils of the Weave and can be thought of like faults lines in tectonic plates. Magic is amplified along them due to the concentration of energy.
Ruptures and Rifts 
The abuse, disruptions, intersections of Ley Lines or magic can cause one of these different types of disturbances along ley lines
elemental distortion: elements mixed/gone haywire
wild magic: rift gone wrong; gravity, Strange lights, and physics gone wrong
void maw: energy drawn away; rifts between planes can be torn through the over use or the collision of different types of magic.
 Anti-Magic zones: Areas where all the magic has been depleted from a Ley Line or where the Weave has been torn, this can only be fixed by using a Wish spell.
Arcane
Wizards study and understand properties; able to recreate those effects through magical script.
Sorcerers are their own well of magical power and must learn to tame and shape the innate magical energies within them.
Truename Magic
Using words of power, true naming, and songs of power a melody can be created with a duet of arcane and divine, the harmony between chaos and order, and the beauty between good and evil. Various types of magic use the power of sound, of names or words to craft and shape the mystical energy of the world, whether it is a cleric using words of power that pulls from their deity or a bard that uses sound or words or song to shape and manipulate the flow of energy. This is a binding type of magic that is often used in conjunction with deals or contracts made by mortals with powerful entities like deities or fiends.
Magic Creatures
Ley Lines have a high concentration of magical creatures.
Knowledge
Commoners are aware of zombies, goblins and deities, either god like powers or conversely weak but common magical creatures.
Commoners are not aware about details about vampires, werewolves, other uncommon monsters, troll weaknesses, and ley lines. They may have knowledge if they have a higher level of schooling yet those that live on farms may or may not have any experience with magical creatures short of a goblin or the occasional giant bird in the sky.
Most commoners are aware of magic, but not how it works or if they do have a general idea of it the it is the most basic and simplistic view of Magic.
Warlocks
The power of a warlock does not operate the same as a sorcerer or a wizard where those two shape and manipulate raw Arcane energy drawn from the Ley Lines whereas warlocks gain power through a third party source.
Where a wizard or a sorcerer will lose power like in an anti-Magic zone, a warlock will not lose access to their magic or abilities unless their patron is cut off from them in some way.
Bards
Manipulate magic not through incantations like wizards and are not gifted with the innate well of arcane power the Sorcerers have instead they use the power of word play or song to manipulate or shape the raw arcane energy from Ley Lines into the spells or abilities that are often used and well known.
Bards will lose access to spellcasting while in most Anti-Magic Zone.
Cleric
Clerics much like warlocks gain their power through a third party, typically a deity. The devotion of a cleric toward a deity allows them to become a living conduit of said deities power and is what grants the their ability to cast rather than shaping the raw arcane energy of Ley Lines. Rather clerics with pull power from their deities and faith.
Clerics will not be affected by Anti-Magic zones unless they are for some reason cut off by their patron deity.
Wizards
A deceptively common occurrence in the world of Pan-Tyrel, while the pursuit of wizardry is often on that many give up due to lack of funds or an inability to find schooling that they can pay for. Various countries have organizations that will taking magic users and guide them into control and power. These organizations are like the neutral Arcanum Council or the nation of Drakkin itself.
WIzards if exposed to Anti-Magic Zones will lose the ability to cast spells while in said Anti-Magic Zone.
Sorcerer
A relatively rare occurrence among the populace of Pan-Tyrel Sorcerers are among the most powerful of Arcane spellcasters that can directly draw upon the weave for power. This is due to the innate well of energy that is embedded within them. These Sorcerers can often be plagued by fate and thrown into bad situations, whether that is uncontrollable magic or where they are seen as important or struck down as a threat sorcerers will often struggle to remain alive.
Sorcerers will lose access to spellcasting while in Anti-Magic Zones.
Eldritch Knights
These are often the same as wizards with the exception that they often focus on integrating magic with close quarters combat.
Eldritch Knights will lose access to spellcasting while in Anti-Magic Zones.
Arcane Tricksters
These Arcane casters are very similar to wizards with the exception of more close quarters combat and often tailoring spells to stealth or charming people.
Arcane Tricksters will lose access to spellcasting while in Anti-Magic Zones.
Druids
These special type of casters can draw power from various sources depending on who they are and what they are connected to. They can operate much like the Coven of Matern and draw their Druidic power from a third party source like the goddess Matern or they can draw power directly from the nature around them.
Most druids will not lose access to spellcasting in anti-magic zones.
Ranger
Rangers are similar to Druids in the style of magic they cast however they draw power from Ley Lines and like with Eldritch Knights often tailor their spells to their style of fighting, typically ranged combat however there are close quarters rangers.
Rangers will lose access to spellcasting while in Anti-Magic Zones.
Paladin
Warriors of justice and champions of their causes paladins are a type of divine Spellcasters that can draw power from their unshakable faith in their deities and their oaths they take that set them upon their paths.
Paladins will not usually lose access to spellcasting while in Anti-Magic Zones.
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