Magizcitic

This is the traditonal faith of the Kerpuds. Those who follow Magizcitic fear and revere all magical entities. They believe that magic is a terrible power released upon the planet by the Great Magus himself. To protect his followers he has chosen his “gifted” children to be beacons of defense against the corruption of magic.

Tenets of Faith

Magicka Curia Laws: The Magicka Curia Laws is a huge written codex of all the things the faithful should do, or more often, not do. Many of the things are common to most religions, such as do not murder other faithful.

Great Cleansings: Similar to a crusade this is when the Kerpuds deem an area filled with so much unworthiness that it is deemed necessary to eliminate every living creature in that area. The code says the land should then be salted and left forever. This doesn’t always happen however. Many Kerpudic hopefuls have made themselves powerful Kings and Emperors through the conquest of Cleansing lands. Great Cleansings need a 51% in favor vote of the Council of Magus Puri to succeed.

Priesthood

The Hierarchy of the church plays a very important role inside Kerpudic Societies:
  • The Arch Magi, the highest worshippers of the Great Magus, is often the leader of entire cities, duchies, and occasionally an entire kingdom itself. The Arch Magi meet once every six years at the Council of Magus Puri.
  • The Red Magi, these are the elected officials of the Arch Magi to deal within the laws of Kerpudic Kingdoms. The Red Magi are skilled scholars and lawyers. They act as the mouths of the church and keep everything following the Magicka Curia Laws.
  • The Azure Magi, The Executioners, the Azure Magi are the elite death squads of the Magizcitic Church. Single Azure Magi have been known to be able to eliminate entire villages for suspected magical perversion.
  • Mouths of the Great Magus, these are travelling priests given the authority to expel the non believers heathenic beliefs on magic. They travel to the farthest corners of the land preaching the words of the Great Magus.
  • Forgiven Ones, if a follower of the Magizcitic Church is found to have used magic they are given a chance to confess and atone for their sins. This is often in the form of the Forgiven Ones. They are used as Magical Sponges. The Priests will use divine energy to channel magical radiation into the bodies of the Forgiven Ones. This is done often times until they die, or are too horribly mutated to justify continuing.
The act of becoming a Forgiven One is said to allow the Great Magus’ true followers to give their burden onto one not worthy so as to allow the unworthy to have such a burden that they become worthy for the afterlife.
  • The Council of Magus Puri: This is a powerful council of Arch Magi and major Kerpudic rulers across the globe. The meeting can change the standing Magicka Curia Laws, call a Great Cleansing on an area, or elect an Eye of the Great Magus (The Eye of the Great Magus was only formed once. The original founder of the Magizcitic Church, Saint Oo’poch Lerg-Muchuch, was the only Eye of the Great Magus. Since then the Council can not make the unanimous decision needed to create a new one)
  • The Eye of the Great Magus: A powerful figure that would in theory command the entire Magizcitic Church. This figure would have the power to call Great Cleansings at will. Be given personal control and protection from the entire chapter of Azure Magi. They could also appoint or fire Arch Magi. The Eye of the Great Magus would also have the power to relieve Forgiven Ones of their duty.

Granted Divine Powers

Crusader- Might over Magic: A Magizcitic Crusader can spend 5 mana to make an intimidation roll against a caster that he can see. As a partial action, he can call down the divine energy of the Great Magus to silence a mage. The Crusader makes a contested Intimidate check versus the target's casting attribute save. If the Crusader is successful, the Mage cannot cast spells until the Mage leaves the presence of the Crusader, the Crusader is unconscious or it has been a full day, whichever is first. If the Mage is successful the Crusader may not attempt the Intimidation check for another full day.

Disciple- Return to Sender: Whenever subjected to a hostile spell the Disciple can channel their bodily energy to redirect the spell instead to any available target including the caster. The Disciple makes a INT save wherein the Disciple gains a +2 bonus for each level in Disciple. The save success category starts at easy and is one step more difficult for every 2 points of INT the caster has higher than the Disciple. If the Disciple attempts to redirect the spell and fails they take the full effect of the spell without any further saves.

Priest- Purify the Corruption: By expending 2 mana, a Magizcitic Priest can use a partial action to touch a willing target. Upon touching a target, the Priest may call upon the Great Magus to purify the magical energy within its soul. Choose any amount of the target's remaining Mana points and replace them with Temporary Hitpoints for the next hour. In addition, you may spend mana to instead alter the temporary hitpoints into healing. For each additional mana expended, convert 4 of the temporary hitpoints into restored health.

Seer- The Corruption binds our Souls: As a partial action, a Magizcitic Seer can make a partial action to illuminate magic wielder. On a successful simple INT save, all creatures within 100 meters with at least 10 mana glow with a faint magical light giving off low light in a 2 meter radius. Creatures can attempt a basic INT save to resist this effect.

Witch-Hunter- Magical Monstrosities: A Witch-Hunter gains +50 Resistance versus any damage dealt by a magical effect and whenever the Witch-Hunter would deal damage to Creature with the Magical type, they deal bonus damage equal to their level + 2.

Type
Religious, Organised Religion
Deities
Location
Related Species
Domains
Law, Might, Purity, and Truth

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