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'''Domain Power:''' Whenever an outsider, undead, or spirit is killed or banished within Rank x 10 yards, gain an Order charge. The charges persist as long as hostile targets remain an immediate threat. (Storyteller discretion)
The Order Domain is a manifestation of the energies of absolute Order. These powers are most concentrated in the distant plane of Aaru, and power the angelic beings who reside there. Order has created Law, an idea of rules which provide structure to societies. While not all civilizations have followed the same set of laws, the pattern of Aaru is to Investigate, Deliberate, and Judge. The three lines within this domain follow this pattern.  
* Spend 1 to 3 Order charges to weaken an outsider, reducing it's Magic Resistance by the number of charges used for 1 hour, may not be reapplied to the same target.
* Spend 3 Order charges to blind an outsider, undead, or spirit for Rank rounds on a failed Magic Resistance roll
* Spend 3 Order charges to disorient an outsider, undead, or spirit, causing it to lose focus on it's current target and search for a new target. On it's next action it pursues the new target normally.


* Inquisition is about investigating, finding the truth, and seeing through deceptions.
* Justice is about seeking wrongdoers and bringing them to face justice.
* Judgement is about meting out the punishment earned by crimes.
''There is no rule that a channeler of Order must take the lines in this direction, as an individual’s gifts may lend themselves to one or another part of the process. A channeler beginning with Judgement for example may rely on the expert investigations of others.''
==Domain Power: Lawgiver==
The caster has their chosen weapon blessed by their deity enhancing it with an infusion of pure Order granting it several powers:
Only the channeler may wield Lawgiver, no-one else may even pick up the weapon, it appears infinitely heavy to anyone besides the owner.
Attacks made with Lawgiver may optionally deal non-lethal damage, even if the base weapon type is normally not capable of doing so (e.g. longsword).
Successful attacks made with Lawgiver generate stacks of ''Mandate''. Only one stack of Mandate may be generated per turn. Up to Rank stacks may be stored at maximum for up to 1 Hour. Stacks may be expended as a Fast Action in the following ways:
* 1 Stack: Attacks with Lawgiver deal an additional +1 non-lethal for Rank rounds.
* 2 Stacks: The wielder unleashes a bolt of pure Order dealing Intelligence + Channeling + Rank non-lethal damage at a single target within Rank x 10 yards. This bolt deals lethal damage and ignores the magical defense of Demons.
* 3 Stacks: The wielder receives Rank Ward for Rank rounds.
==Inquisition==
{| class="tdgrey1"
{| class="tdgrey1"
|+ '''Binding'''
!Rank
!Rank
!Power
!Power
!Description
!Description
|-
|-
| 1 || ||  
| 1 || [[Divine Insight]] || Gain specialized knowledge from your Patron once per day.
|-
|-
| 2 || Leash Target || Link an target within Rank x 10 yards. You must have a means of sensing, seeing, scrying, or having direct clear knowledge of the location of the target. With the established link, you can automatically understand the direction and distance of the target. If the target is an outsider, an undead, or a spirit, this range is increased to Rank Miles. If you are within Rank x 10 yards, then you receive a divine bonus to speed of Rank if you are closing in on the target, and you may automatically set your initiative to go on the same initative as the target if desired. Lasts for 1 hour, may be recast as needed. 1 Mana.
| 2 || [[Light of Truth]] || Lawgiver shines with a light that reveals lies.
|-
|-
| 3 || Ethereal Cage || Create an ethereal cage that is Rank x2 yards tall, wide, and long. Any target with hostile disposition, as per [[Diplomacy Skill|Diplomacy]] chart, attempting to enter or exit the cage must spend an additional Rank speed to move across the cage bars. If the target is an outsider, an undead, or a spirit this increases by 2 additional required speed and they must also succeed on a Magic Resistance roll vs the casting roll of the cage or take Rank damage. This cage persists for 1 hour or until dismissed, but may be recast to refresh the duration. 2 Mana.
| 3 || [[Epiphany]] || Receive guidance from your Patron on the ideal path to pursue.  
|-
|-
| 4 || ||  
| 4 || [[Exhortation]] || Magically exhort targets in the area within earshot to comply or follow directions.
|-
|-
| 5 || Divine Chains || Bind the target in ethereal chains if it fails a magic resistance roll, causing a cascading restriction as they tighten and constrict. The chains may be broken by any combination of attacks dealing Rank damage to them or the target.
| 5 || [[True Sight]] || See the truth, piercing illusions, magical, and non-magical concealment.  
* On the round cast: Target's initiative is set to zero. This does not grant an additional action if the target has already taken an action this round.
* On the 1st round after casting: Target may no longer take a move action.
* On the 2nd round after casting: Target may no longer take a standard action.
* On the 3rd round after casting: Target may no longer take any action.
If the target is an outsider, undead, or spirit, the casting roll receives a Rank bonus.
If the target is not an outsider, undead, or spirit, the chains can only be held by concentration.
|}
|}


==Justice==
{| class="tdgrey1"
{| class="tdgrey1"
|+ '''Judgement'''
!Rank
!Rank
!Power
!Power
!Description
!Description
|-
|-
| 1 || ||
| 1 || [[Seek Justice]] || Gain bonuses to investigation and magically track a target.
|-
|-
| 2 || ||
| 2 || [[Divine Chains]] || Bind a target in constricting magical chains that limits their ability to move.
|-
|-
| 3 || Dismissal || On a successful cast roll vs the target's magic resistance, outsiders and the spirits inhabiting undead revenants are banished to their native plane, and other spirits are banished to the Spirit Realm. 2 mana.
| 3 || [[Divine Sigil]] || Mark a target with the symbol of your Patron turning their next attack against them.
|-
|-
| 4 || ||  
| 4 || [[Detainment]] || Calls into being an immobile, invisible, cubical prison comprised of pure energy.
|-
|-
| 5 || Exile|| As Dismissal, except up to Rank targes may be affected, and they are prevented from easily returning.
| 5 || [[Dictum]] || Issues a formal pronouncement that Deafens, Stuns, Kills, or Banishes a target.  
* Outsiders may not return within Rank days. If a story point is expended after the successful dismissal, they may not return for Rank years. Any attempt to summon them requires a specific name or it will quietly fail by selecting another similar outsider. If summoned by name, they receive a Rank bonus to the opposed roll, but may not elect to answer the call if the summoner fails.
* Undead Revenants which are dismissed by this action continue to count against their animator's maximum limit for Rank days. If a story point is expended after the successful dismissal, they continue to count against their animator's maximum limit for Rank weeks.
* Spirits may not return within Rank days. IF a story point is expended after the successful dismissal, they may not return for Rank years. If the spirit was a Shaman's manifested spirit, the Shaman may overcome this exile with a successful cast roll, maximum of 1 attempt per day, or by spending a story point.
|}
|}


 
==Judgement==
{| class="tdgrey1"
{| class="tdgrey1"
|+ '''Punishment'''
!Rank
!Rank
!Power
!Power
!Description
!Description
|-
|-
| 1 || Executioner's Lunge || As a Standard Action, attack a target that is not adjacent but is within Rank +1 yards away. With a rapid lunge forward that moves you 1 yard toward the target, an ethereal replica of yourself will move up to Rank additional yards to deal the actual strike. If you are wielding a Truestrike weapon, and the target is an outsider, undead, or spirit, and the target is Rank or lower in power, the target staggers back 1 yard, regardless of whether or not damage was dealt.
| 1 || [[Sentence]] || Mark a target for judgement and gain bonus speed when moving towards them.
|-
|-
| 2 || Truestrike Weapon || Conjure a weapon of ethereal light that functions as a normal weapon of it's type but with a +1 Ignore Dodge bonus. This increases to +2 at Rank 3, and +3 at Rank 5. 1 mana.
| 2 || [[Scourge the Unjust]] || Lash a target with an agonizing whip of energy.
|-
|-
| 3 || Banishstrike || As a Full Action, strike an outsider, undead, or spirit with your Truestrike Weapon opposed by the target's Magic Resistance rather than it's physical defense. If the opposed roll is successful, outsiders and the spirits inhabiting undead revenants are banished to their native plane, and other spirits are banished to the Spirit Realm. This strike may not be combined with any other maneuver. 2 mana.
| 3 || [[Mark of Punishment]] || Press Lawgiver against a target’s skin to sear them with a brand announcing their crimes.
|-
|-
| 4 || Executioner's Frenzy || As a Standard Action, attack a target with your Truestrike Weapon, gaining an additional 2 Ignore Dodge on the attack. Up to Rank outsiders, undead, or spirits that are adjacent to the target each also receive an attack from an ethereal replica of you. These additional strikes are at a -4 dice penalty, but still retain the Ignore Dodge benefit. 3 mana.
| 4 || [[Collar of Law]] || Creates a binding collar that prevents a target from attacking, or casting spells.
|-
|-
| 5 || ||  
| 5 || [[Execution]] || Deal a finishing blow to sentenced targets that deals double damage.
|}
|}
[[Category:Channeling]]
[[Category:Domains]]

Latest revision as of 21:09, 7 February 2023

The Order Domain is a manifestation of the energies of absolute Order. These powers are most concentrated in the distant plane of Aaru, and power the angelic beings who reside there. Order has created Law, an idea of rules which provide structure to societies. While not all civilizations have followed the same set of laws, the pattern of Aaru is to Investigate, Deliberate, and Judge. The three lines within this domain follow this pattern.

  • Inquisition is about investigating, finding the truth, and seeing through deceptions.
  • Justice is about seeking wrongdoers and bringing them to face justice.
  • Judgement is about meting out the punishment earned by crimes.

There is no rule that a channeler of Order must take the lines in this direction, as an individual’s gifts may lend themselves to one or another part of the process. A channeler beginning with Judgement for example may rely on the expert investigations of others.

Domain Power: Lawgiver

The caster has their chosen weapon blessed by their deity enhancing it with an infusion of pure Order granting it several powers: Only the channeler may wield Lawgiver, no-one else may even pick up the weapon, it appears infinitely heavy to anyone besides the owner. Attacks made with Lawgiver may optionally deal non-lethal damage, even if the base weapon type is normally not capable of doing so (e.g. longsword). Successful attacks made with Lawgiver generate stacks of Mandate. Only one stack of Mandate may be generated per turn. Up to Rank stacks may be stored at maximum for up to 1 Hour. Stacks may be expended as a Fast Action in the following ways:

  • 1 Stack: Attacks with Lawgiver deal an additional +1 non-lethal for Rank rounds.
  • 2 Stacks: The wielder unleashes a bolt of pure Order dealing Intelligence + Channeling + Rank non-lethal damage at a single target within Rank x 10 yards. This bolt deals lethal damage and ignores the magical defense of Demons.
  • 3 Stacks: The wielder receives Rank Ward for Rank rounds.

Inquisition

Rank Power Description
1 Divine Insight Gain specialized knowledge from your Patron once per day.
2 Light of Truth Lawgiver shines with a light that reveals lies.
3 Epiphany Receive guidance from your Patron on the ideal path to pursue.
4 Exhortation Magically exhort targets in the area within earshot to comply or follow directions.
5 True Sight See the truth, piercing illusions, magical, and non-magical concealment.

Justice

Rank Power Description
1 Seek Justice Gain bonuses to investigation and magically track a target.
2 Divine Chains Bind a target in constricting magical chains that limits their ability to move.
3 Divine Sigil Mark a target with the symbol of your Patron turning their next attack against them.
4 Detainment Calls into being an immobile, invisible, cubical prison comprised of pure energy.
5 Dictum Issues a formal pronouncement that Deafens, Stuns, Kills, or Banishes a target.

Judgement

Rank Power Description
1 Sentence Mark a target for judgement and gain bonus speed when moving towards them.
2 Scourge the Unjust Lash a target with an agonizing whip of energy.
3 Mark of Punishment Press Lawgiver against a target’s skin to sear them with a brand announcing their crimes.
4 Collar of Law Creates a binding collar that prevents a target from attacking, or casting spells.
5 Execution Deal a finishing blow to sentenced targets that deals double damage.