Sphere of Salus

## Sphere of Salus - Selvas / Eran / Salacia

The sphere of Salus brings the vibrant nature of life to the forefront, bringing the goals of protection and health and protecting the people from the vile forces of Undead, Salus’ miracles focus mainly on protection, Curing the sick and healing the wounded.

The Sphere of Salus focuses on bringing the vibrant nature of life to the forefront. Its goals being protection, maintenance of health, and dispelling the vile forces of the undead. Salus' miracles focus mainly on protection, curing the sick, and healing the wound.

## Invocations:

### Disciple:

**Lay on Hands**:

Calling upon positive divine magic, a Salus can heal wounds with a touch. This magical healing can easily treat minor wounds, but large and more dangerous wounds require much more time and effort, some requiring healing over several days to heal.**The thaumaturge cannot use this ability on themselves.** This invocation also greatly harms undead through divine burns.

**(Passive) Drunkard's Inspiration**:

Wine, a drink revered by Selvas and His followers. A Salus is able to form a divine connection through wine, changing it into a heavenly nectar. This blessed wine takes on divine healing properties, treating wounds and killing pain on consumption. The beverage also becomes extremely toxic to undead and corruption, acting like holy water when used against them. The Salus is also given increased constitution when consuming alcohol, unable to be afflicted by alcohol poisoning. The beverages features expire after 5 days.

**Cast of Protection**:

A Salus can shape their magics **a cast of protection**, shining with the good energies of life. This **cast** can turn away attacks both physical and magical, but must be directed **onto an item or individual yet** cannot encompass the whole of the bearer. The shield can also be cast at a range of 40ft to aid others. **The smaller the cast, the more protection you gain. Once the cast cannot take no more stress, it breaks against the force used on it. At Herald, you can cast onto two people, at Prophet, three.**

**Purify**:

A maligned creature can, by the touch of a Salus, be cured of poisons and infection. The caster can also use this effect on food and water. The magic cannot cure disease or corruption. Purify works similarly to Lay on Hands, able to greatly harm undead with divine burns.

**(Passive)** **Aura of Order**

Without order, there is chaos, and through said chaos the world will burn. It is your duty, a part of the hierarchy that is ordered under the divine under Eran, to keep peace and order throughout the lands. With this ability, you hold more courage against the lawbreakers of the land, along with as stated with the miracle, an aura of order.

*Cannot go with Drunkard's Inspiration, or Friend of the Wilds.*

*Purify spell works to sober individuals who have taken vice or drink rather than infection.*

*Ward of Intellect provides a clear mind towards the individual, providing a mind is at peace. This strengthens the ward of intellect a typical Salus would wield.*

*Passive - Any ward or cast from the individual appears with a low white glow, rather than the typical color.*

**(Passive) Friend of the Wilds**:

The thaumaturge is at peace with nature, able to form rudimentary communication with natural fauna, such as deer, wolves and foxes. They can reason with hostile predators, and receive directions or warnings of danger from smaller creatures such as rabbits or birds. This allows them communication with more monstrous creatures as well, such as ogres and Carniri, but they are much less likely to parlay.

**Ward of Intellect**

This divine shield turns away attacks on the mind, turning away any charm or fear effects. It takes the shape of a shining sphere or halo around those defended by it, a Disciple only able to guard one person with it, a Herald 3 and a Champion 5. The shield requires sight to be maintained on whomever it is guarding, less it be dispelled. It cannot break pre-existing blights on the mind, nor can it dispel illusions.

### Herald:

**(Passive) Pure Mind**:

The righteous fervor of good rests in the soul of this thaumaturge, letting no fear turn them from their duty. Their mind, while able to be accessed by a psychomancer, cannot be influenced by any negative effects. Illusions will appear to them, but they cannot be cowed or harmed by them.

**Restoration**:

A greater form of Lay on Hands, allowing the thaumaturge to heal deep and internal wounds, destroy diseases and corruption. This effect is not instant, and the more serious the injury, the more time is required to fully heal the injured. This can also heal minor extremities, such as fingers, toes, ears and noses. **The thaumaturge can use this ability on themselves to little effect, as powerful as lay on hands. You need the disciple lay on hands ability, if you are to choose the herald restoration ability, as it is essentially a direct upgrade to it.**

**Sacred Ground**:

A ritual performed with incense and holy water, this thaumaturge can establish a perimeter of Sacred Ground, approximately 20ft by 20ft, that corrupted and undead are unable to enter. This ritual must be performed before each dawn if the thaumaturge wishes to maintain the sanctified area.

**Orb of Protection**:

A greater ward of divine brilliance, that forms a sphere 5ft in diameter and 6 inches thick, which deflects all magical and physical projectiles and attacks. Creatures can still enter and leave the shield, but those trying to pass in with weapons will find themselves severely slowed, as if walking through a wall of honey. Undead or corrupted who try to enter the field are burned by divine energy and are destroyed if they try to persist.