Realm of Sephra

The twin planet and antithesis of Vadakel, Sephra is a land of purity and beauty; considered to be the ‘realm of fantasia’ due to their ideals of upholding the purity of the land- as well as being capable of creating large pockets of societies great enough to be called true Utopia’s. Within these so-called large pockets of civilizations are majority villages with some few kingdoms, however it’s rumored that in spite of their being different kingdoms- they all work in unison and harmony to achieve the goals that their own ‘divine’ command them to do, eliminate the scourge that is Vadakel, and preserve purity.

In Sephra, there is no such named divine being- rather, the people of Sephra worship magic as its own godlike and unnamed entity, their use of magic brings flourishing lands and fixes imperfections, hence the primary reason for worship. Following these ideals however means that to their own right, the people of Sephra’s desire to purify the world and maintain a utopia makes them radical idealists who seek to destroy the evils lurking within their own fantasia.

There is a vast majority of land within Sephra, with trees that range in size- but most importantly the amount of fauna that live within the singing and magical forests. Apart from being called the realm of Fantasia, Azurian historians consider the realm of Sephra to be the ‘heavenly’ realm as well due to how immensely beautiful it is, enough to perhaps make you cry every time you just look at the tall grass moving swiftly through the soft and curious winds.

Those seeking to journey down the path of Sephra must meditate with an area that represents the qualities of Sephra: places of incredible purity, beauty, and harmonious civilization. To become closer to the realm of Sephra, aspirants must rid the world of the scourge of Vadakel, unsure purity and beauty in their surroundings, maintain harmonious peace in civilization, and develop their knowledge of cures and items that combat Vadakel and accomplish the goals previously mentioned.

## **Summons**

### **Apprentice:**

#### **Bane of Pestilence (BEAST)**

A summoner can call upon a bird of prey (eagle, falcon, et cetera). The bird’s fur is always white with pure, white eyes. The strength and combative potential of the creature is comparable to its real-life counterpart, being fairly easily killed by a thrust from a spear or otherwise. It can be controlled as the summoner wishes. Only one may be summoned at a time and doing so will severely hamper the vitor of an apprentice. Specifically made to target blights and undead, the bird is known to have a slight burning effect against the aforementioned monsters and summons of Vadakel.

#### **Radiant Light (SPELL)**

Accustomed Sephran apprentices gain the ability to heal the injured by touch. A radiant light\* is produced at their fingertips, a light rumored to come from the brightest parts of Sephra itself.

- As an ***apprentice***, the touch is able to heal bruises, minor lacerations, and minor puncture wounds yet no internal wounds. Radiant Light is too weak to stem the bleeding and must be tended to via other means, though the light can calm and dampen pain after a few minutes of constant touch. Due to level, the spell is draining to use.

  - As an ***expert***, Radiant Light can speed up the recovery of minor bone fractures, heal medium laceration and puncture wounds, and stem non-life-threatening bleeding. The calming effect is increased, and pain will be dampened after a minute of touch. The spell is still draining, but to a lesser degree than apprentice-level. An expert could heal four people back to health before being drained of vitor. Expert Radiant Light can also heal burns, chemical wounds, common diseases, poisons, and venoms - except for **staff creatures'** venom. This also **doesn’t include Vadakelite diseases**, or diseases/poisons produced from **custom approved potions**, and require a great amount of vitor to clean regardless.

- As a ***master***, Radiant Light increases in its luminosity. The spell is now able to heal serious lacerations and punctures, as well as stemming life-threatening bleeding. Minor bone fractures can be easily healed though medium fractures take slightly more time. Medium burn and chemical wounds are also healed. At this level, minor extremities such as fingers, noses, toes, and ears are able to be healed or regrown. **Master Radiant Light** **purges** Vadakelite diseases from the body, including custom poisons and a staff creature's venom. Vadakelite oracle plagues are not affected by this light level.

- An ***oracle*** can heal any wound or bone fracture completely, they cannot regrow limbs but are able to re-attach them. Wounds that are crippling in nature (PTC) are also able to be healed though the more serious the wound the more time it will take.

*· **Radiant Light cannot be used on the caster, only on others.***

### **Expert:**

#### **Wild Guardian (BEAST)**

A summoner is able to summon one of the guardians of the forests and wilderness of Sephra: an ent. However, these ents are different to the ones in Azura in that they can wield rudimentary weapons such as stone pillars and wooden maces. These ents are about as strong as an orc, and stand at a height of seven feet. Covered in wood or bark, these ents are tough but vulnerable to fire, chopping attacks, and acid-based attacks. In forested areas (forest, swamps, or the jungle), the Wild Guardians receive buffs: minor wounds will heal, the Wild Guardians resist pain save for serious injuries or dismemberments, and overall fight with more fervor. If the summoner is incapacitated or rendered extreme pain the Wild Guardian will be dispelled.

#### **Philter of Light (ITEM)**

A summoner is able to pull one of the many magic alchemical items from the realm of Sephra, a bottle with a pure, white, translucent liquid inside, which glitters with light once it meets air. The potion can be used in two ways: to clean various degrees of **Expert** Vadakelite filth or otherwise, or on weapons.

* At ***expert***, the weapon will only give **first-degree burns upon contact to any creature**, and will cause serious damage to bone on contact with undead in plate. At ***Master***, the weapon will give second-degree burns. At ***Oracle,*** the weapon will give third-degree burns.

On weapons, the **Philter of Light will last for roughly 10 combat turns before needing to be re-coated** again, and it will give the weapon a noticeable white shine, as if it was just freshly polished.

#### **Circled Will (SPELL)**

Upon reaching into the realm of Sephra, a summoner can cast a halo around their head or one other person, the color of which is either silver or white. Wearing it provides immunity to psychomancy attacks and immunity to Vadakelite poisons and infections of **expert level**, as well as providing the wearer an aura of calm. At master, it provides master-level protection while also healing minor wounds, and at oracle, it provides arch-level protection while healing medium-level wounds.

#### **Peace Talk (SPELL)**

To assure harmony, an expert Sephran gains the ability to speak with creatures.  A Sephran would only be able to use this spell for less than half an hour before being drained of vitor. At expert level, this spell is basic, as well as taxing vitor-wise. As a master, a Sephran can influence creatures partially, decreasing their chances of causing an act of aggression or harming someone regardless of what creature it is. At oracle, a Sephran with this spell can heavily influence creatures, being able to even reason with Slentaurs.

### **Master:**

#### **Forced Order (BEAST)**

A master accustomed to the realm of Sephra can summon one of the most enduring beasts of the realm of Fantasia, a golem seven foot in height, sporting white sigils and tattoos across its body. Made of some sort of blessed rock, the golem can withstand most blows but will succumb to appropriate magic (hydromancy, terramancy, expulsomancy) or an enormity of pickaxe-like strikes which would logically split the rock of the golem. In return, the golem can strike with incredibly disorienting blows, able to easily break bones to opponents without plate, and a few strikes to those with. The golem will be otherwise dispelled if the summoner is incapacitated or rendered an extreme injury.

#### **Holy Rage (ITEM)**

Embodying the dominance and holy rage of Sephra’s greatest warriors against the Vadakelite menace, a master summoner can summon a bracelet worn by such warriors, which grants the ability to fire holy beams of light from the eyes and hands. A master can cast five before the bracelet shatters and has to be recast. Once the bracelet shatters it takes a great amount of vitor to reform, meaning this ability cannot be spammed. The beam inflicts flame injuries as hot as to those of a master pyromancer, if not covered by metal. If covered by metal, the beam dents plate armor and can fracture bone upon two shots. It can easily engulf Vadakelite creations and engulf them in flames and kill them, given they are of a lower level or similar. Holy Rage has a range of 30 feet. One bracelet is incredibly taxing on the vitor, with the usage of two knocking out a summoner.

#### **Vanguard Shield (SPELL)**

The summoner can call upon a dome to protect his allies and himself. The dome is cast around the Summoner, able to cover up about 10-15 feet and able to block incoming projectiles both from **within** and **outside** the dome. The dome lets anyone in and out, except for Vadakel summoners, necromancers, and undead. It actively burns any undead caught within the dome, inducing first-degree burns to start, **after 5 combat turns** it will increase to second-degree, and after another 10 combat turns it will max out to third-degree burns. It provides allies and the summoner himself the ability to heal medium-level wounds, including minor bone fractures, they can only heal themselves **once**. Undead and Vadakelite followers are afflicted with sluggish movement and dull attacks, the effect starting small and gradually becoming worse **after 5 combat turns** the longer they are within the dome. Sephran summoners receive better casting speed with their abilities while in the shield. The spell requires vitor to both cast & maintain for long periods of time. **The dome is invulnerable to physical attacks but is weak to magic, with master+ magic proven most effective which can break and dispel the dome.**

### **Oracle:**

#### **Wordly Purification (SPELL)**

An oracle of Sephra can either boost or instantly repair either material or living places of the natural world. Crop yields and any sort of plant can be instantly grown and made ready for harvest. Living places that represent civilization (bridges, houses, statues, et cetera) can be repaired to half of their original size, the larger the structure the more vitor is drained from the summoner. Plants or crops healed or grown with Wordly Purification imbue healing effects akin to master-level Radiant Light, and can be preserved indefinitely. The spell, when cast on buildings, forms spent bricks, wood, stone, et cetera out of holy light, then solidifying and turning the color of their worldly counterpart. Plants grown by the spell always give off a noticeable glow, able to be seen at night and in dark spaces.

#### **Rebirth (SPELL)**

An oracle Sephra summoner gains the ability to transform into one of the most heavenly beings within the realm of Sephra. All sense of vice, malcontent, fear, or worldly connections is severed once an oracle transforms, replaced with a holy zeal hellbent on purifying the world. The summoner sprouts a pair of two five-foot wings from their back, their eyes turn either a pure golden or pure white color, and a white halo appears above their head. The Sephran summoner has an illuminating shine emanating from them for the duration of the spell. Any weapon in a Sephra’s arsenal gains the effects of Philter of Light at an oracle level. The summoner can fly, but no higher than 20 feet. The summoner can heal within a 30-foot radius of a person with master-level Radiant Light, as long as they target 1 person. The summoner gains the ability to perform Holy Rage without the vitor costs. The longer the summoner remains in the form the more physically and vitor-draining it is.

#### **Phantom Protector (BEAST)**

Oracle summoners can call upon one of the ascended spirits of the realm of Sephra, the realm’s most introspective, accomplished, pure-hearted, and lionhearted leaders, scholars, and warriors. This being reaches such a level of power that they ascend into a higher realm of existence, within Sephra. Phantoms are ethereal in nature, are faceless, though their head sprouts a growth that mimics hair, with the body sporting a starry texture. This being can float, but only about five feet from the ground. Brought down to Azura, these spirits are all but immune to any sort of worldly weapon, but are vulnerable to magic attacks of any sort. Master and arch-level spells will deal the most damage. The Phantom can unleash debilitating beams of light that will leave a bruise upon contact, cause first-degree burns, and knock opponents off their feet with concussive force. Their arms can act as bladed weapons, cutting through chainmail and gambeson, and denting plate with each swing. The spirit is uncontrollable but will fixate and destroy anything Vadaklite or undead with zealous tenacity, alongside assisting the summoner it was summoned by. The spirit can heal those it wants to the level of a master Radiant Light spell, though the more vitor it uses to expel magic the more it will shrink in size and lose its grip on Azura. The height of the spirits varies, though usually top out at 8 feet, with some not even having humanoid forms.

#### **Divine Projection (ITEM)**

An oracle summoner can summon a limb in mimicry of humanoid body parts (eyes, tongues, arms, hands, legs, et cetera). This may be used, at the heavy expense of the vitor, to replace a lost limb. The projection attaches to the lost limb and embeds itself to the stump via appendages similar to tree roots, then glows white for a few seconds before fading and granting control of the limb to the wear. It acts as a regular limb would, though see-through with white roots inside in appearance. It holds the same durability as the lost limb that is being remade. The fabricated limb remains vulnerable to Vadakelite attacks, finding the flesh on the false limb to fall more easily to rot.

## **Auras**

### **Expert:**

#### ***Healing Hands***

On par with the Pretheri Priests of Sephran society, the summoner can determine both the physical and or mental ailments of a person with mere touch alone, while also granting the summoner an adept understanding of medicinal practices. In addition to this knowledge, the summoner may also determine the known treatments or cure for ailments at hand. **These practices must be roleplayed in-character and cannot be skipped mid-combat or otherwise.**

#### ***Druid’s Embrace***

A summoner using this aura finds that their magic resonates with nature itself, a projection of Sephra’s thriving landscapes and biomes, which is reflected through the ability to manipulate the pre-existing plant life around themselves as if they were an intermediate herbomancer. **The summoner is unable to rapidly grow new plant life to be used with this ability unless they have an ability which states otherwise and are completely limited to the pre-existing fauna of the aura they’re in.**

#### ***Crusader’s Might***

Enriched with Zealous intent, the summoner can be infused with the strength of might, a power befit for a true crusader hell-bent on ridding the likes of Rot. Summoners with this aura will feel their capabilities increase against the likes of Vadakel summons, necromancy golems, and undead. Allowing for *increased stamina to better resist fatigue, increased swing-speed of their weapon, and slightly increased cast speed* (I.E able to treat the wounded faster, summon items/spells/beasts **slightly** faster). **This aura is null against any foe not aforementioned. It doesn't affect the Vadakel Summoners or Necromancers themselves.**

### **Master:**

#### ***Sacred Armory***

A Summoner can be granted divine favors from the realm of fantasia. This aura allows the summoner to select one weapon of their choice to be permanently infused with radiant light, **becoming permanently infused with it, meaning this blessing cannot be removed and put on another weapon**. The summoner can use their weapon of choice to expel a **once-per-combat** engagement ability to heal up to anyone including themselves around them at a 3-foot radius, healing medium-level wounds and bone fractures. If a summoner's chosen weapon has any pre-existing enhancements/abilities, this aura will not dispel any of those enhancements/abilities. **This weapon cannot be put on any weapon with Anti-divine properties.**

* **If a summoner wants to change weapons (I.E they received a better weapon), then they may dispel it but are barred from blessing another weapon again after one OOC week from dispelling it.**

#### ***One with Nature***

A Sephra summoner is enraptured with nature, and nature reciprocates. The wildlife of Azura comes together in harmony with the Sephran, as animals bring themselves forward - the Sephra may choose one to eternally bring to its side. With this, Sephrans are capable of binding themselves to one animal, who will join them in their adventures. The chosen animal can be freely communicated with by the summoner through speech without the need for Peace Talk, and with intense focus, the Sephran is capable of seeing through their companion's eyes in a range of **50 feet** as if they were their own. **This is easily disrupted, and cannot be done while the summoner themself is in combat. Furthermore, if the summoner's chosen companion dies, they cannot bind with another for one OOC week. The chosen companion cannot be a staff-only beast.**

### **Oracle:**

#### ***Icon of Purity***

The summoner now serves as the living personification of Sephra’s crusade against evil. Represented by the power of this aura, in a radius of 10 feet around the summoner, all undead, Vadakelite summons, and Necromancy creations will begin to burn up and fall apart. This process will take place over the span of minutes but will start as minor burns, and eventually ramp up to being rendered ash. Beings such as greater undead (Staff approved), powerful necromancer golems (Master+), or high-level vadakelite summons (Master+), will all be more resistant to this ability than their lesser counterparts, which would be quickly destroyed in comparison. **This ability does not work on the Vadakelite or Necromancer themselves, who would only be minorly irritated by the Sephran's presence, and not burned whatsoever. This spell cannot be used for any meta-gaming purposes.**

#### ***Ashes of the Pretheri Paladin***

The Oracle is blessed with a rare aura- more so the ashen soul of a fallen Sephran Paladin that possesses a magical ability only ever dubbed in the archives as “Pretheri”. In old folklore, Pretheri mages took on the role of knightly paladins who scourged the twisted plague of Vadakel off their holy lands using light magic in the name of Magic itself. Molding into the new enlightened from the Ashen soul, the Oracle is blessed with the light and can **heal themselves when mortally wounded, naturally, over the course of 3 minutes OOCly. This aura also dispels all types of diseases and infections- including those of Vadakel origin, granting the summoner total immunity. PTC injuries will not be healed, but bleeding will slow, and the user will be able to survive until treated.**