Pyril, the Celestial Radiance
“The God of Flame”, “Patron of Forges”, “The Ever-shining Light”
Pyril, the Celestial Radiance
“The God of Flame”, “Patron of Forges”, “The Ever-shining Light”
“If they are not watching, then why does the fire still burn when I call it?”
— Herald of Pyril
The rising sun casts hope upon desolate lands, granting life to all who may gaze up and dare to hope. All-encompassing, all-consuming; Pyril is a divine flame radiating across all lands; none are free of his benevolent warmth, regardless of whether they seek it or not.
Patron of blacksmiths, surgeons, and passionate warriors, Pyril’s diverse following is united under the single principle: ‘Fire is a tool first, weapon last’.
Pyril is devoid of form, though his most popular depictions feature a slender humanoid figure with its head consumed by white-hot flame. Blinding to gaze upon. However, none can claim to witness such a manifestation, not even his most devout heralds.
Common Methods of Worship
Pyril is the flame that never dies out; many of his followers adopt extreme determination as a way to emulate the sun shining above. Pushing past unfathomable odds, fighting for the underdogs, and overcoming your limitations are common trials followers of Pyril undertake as they make their way through the world.
In a more symbolic gesture, tending to long-lasting flames is often a way to maintain Pyril’s light; his followers are known to feed continual flames in the form of wild pyres or even ceremonial braziers. It is believed that the longer the flame lasts, the closer it becomes to Pyril. Zealous followers and priests of Pyril will dedicate months or even years of their lives to maintaining a single flame day and night in his name.
Pyril Divinity users can use Fire Magic spells.
Acolyte Summons (T0)
Divinator magic cannot be utilized for freeform at T0, unlike Spellcasting.
Pyril’s Hearth – A small orb of flame that can be summoned from the caster, it burns brightly and provides the same warmth as a campfire would. Usually used in long and arduous adventures to cook food, provide heat, and a light that pushes back the darkness. Withering in intensity if in the rain however still providing some light.
Fireflies – Typically only utilized during celebrations or for aesthetic purposes. The user creates an assortment of (50) harmless orbs of dim light in the sky, replicating the look of fireflies. It is suggested that the user utilizes this spell outside, as the orbs will immediately float upwards. The orbs have been known to get stuck on ceilings or other corners of the room–requiring manual “popping” or removal.
Hymn of Hope – A divinator loops arms with their allies in a circle, humming a song to Pyril for protection. This is often seen before battle, and those who engage in the circle will be covered in a harmless, golden glow. Their hair will stand-up and sway in the air, and their skin will subtly glisten. After praying for at least a (1) turn, the user will be filled with a sense of encouragement and hope. It will not provide any combative benefit, however.
Songbird – The caster can whistle, and create three small birds made out of white light to perch on their shoulders. They can sing back to the caster, or simply do small chores.
They cannot do combat whatsoever–and upon being attacked, they will simply disappear.
Vigilance – The divinator extends their hand and summons a ball of light, capable of lighting an entire room (25 x 25 ft). This light can be given to another individual, but dissipates after three(3) turns.
Devoted Summons (T1)
Singe Wound – A small, ferocious flame which can cauterise bleeding wounds the size of a human fist.
Resist Burn – While this twisting aura emanates from the body, it becomes resistant to burns, being able to resist magical fires from up to 4 different equivalent level spells before dissipating.
Firebird – Construct of fire, likely acts as a flare in the sky if tracking an opponent or beast (50 ft). Can be utilized as a more flexible ‘ranged’ spell, with vastly weakened potency, leaving an uncomfortable minor burn. Or kept around as a sprite of magicks.
Fever – Often utilized by medics and/or other professionals, the user sets their palm on an individual (or patient)’s forehead to detect a fever. Upon concentrating, the user can alleviate the fever to aid against pain.
This can not be utilized for any magically-induced illnesses. It can be utilized to heal sicknesses like a common cold or headache. It cannot be used during combat.
Refine – Metallurgy-related spell. The divinator would target and briefly engulf an amount of metal (≤10 lb) in flame, purging some amount of impurities from the object. This applies only to solid related metals.
This would not be able to make mechanically stronger equipment; it’s purely for flavor.
Flare Lash – A whip-like strand of incandescent light extends 8 ft from the caster’s hand. It can snap toward opponents, causing thin, stinging 1st-degree burns on flesh. It doesn't go through gambeson, but it can ignite flammable materials.
Cannot grasp objects; flickers out after three strikes.
Sun Bind – The divinator imbues their mana into a small symbol of Pyril. They can either set it up as a trap of sorts or toss it and activate it. Once activated, if a target is within two feet of the symbol, golden chains come out from the symbol and wrap around the target's arms or legs. Once wrapped around, it binds and causes first-degree burns to exposed flesh. Lasts for a total of two turns as they are physically incapable of escaping unless Adept Grounded, but someone else may free them with a slicing weapon; only a total of three symbols can be created within one encounter/fight.
If the target spots it and destroys it with a ranged attack, such as a rock, the spell will not work.
Pyril's Disks – From the hilt of a weapon, or from the wrists of the Divinator, by sending slashes out at the air, curved disks of light escape and speed towards their target at 20 MPH. A total of two can be sent out at once, and these disks can slice through gambeson. Has a cooldown of five turns before it can be used again.
Watchful Guide – The Divinator casts an incorporeal shape purely made of light that takes the appearance of the caster. This shape can either float over a single ally or the caster themselves. The target being floated over will be capable of effectively thwarting Undead foes. Undead that try to fight enemies with this blessing must stay 10 ft away, or their strikes will be slower/less effective. Lasts for a total of three turns, and can only be used twice per encounter.
• MR+ Pale aren't affected by this spell.
Radiant Flash – Rather than conjuring flame, the Divinator summons an ethereal bolt of divine energy and hurls it at a target within 30 feet. The projectile streaks through the air at 20 MPH, striking with enough force to topple the unsteady or tear open gambeson on impact. Has a cooldown of five turns.
Adherent Summons (T2)
Firebrand – By channeling the energy of Pyril into you or your allies’ (2 max) weapons, you are capable of igniting their blades with flame. These flames last only for 10 turns, but have an exceptional property against the undead. When these flames come into contact with the undead, they will inflict pain upon them as if they were living again, despite the lack of any undead nervous system. Both the living and the undead will feel arcane burns. They will experience surface-level first-degree burns on contact with flesh.
Ring Toss – The divinator may channel a glowing ringlet of holy light in each hand, capable of being thrown and returning to the caster like boomerangs. They are not capable of cutting through armor, but they will singe exposed flesh, causing second-degree burns. Additionally, on impact, these rings burst with blinding light, potentially disorienting foes. These halos will dispel after being thrown 5 times.
Purification – The divinator is capable of setting their hands upon a body of water and channeling the energy of Pyril to cleanse it of disease or any pollutants. When the divinator channels purification, the surface of the water will momentarily light ablaze with flame, leaving it completely refreshed thereafter, purification cannot be used on bodies of water larger than 20x20 ft.
Rays – A simple, but useful spell. The caster angles both of their palms and shoots out light from both. With a range of 10 feet, these rays can topple opponents. They will also inflict first-degree burns—a simple, but useful spell when handling large groups.
Light Bend – The divinator solidifies light, bending it into a pillar (10x10) to rise abruptly underneath an opponent, or lift themselves up as a weaving technique. Some have resorted to using this for simple transportation. This light can also be bent into a bridge, for crossing dangerous bodies of water.
Disciple Summons (T3)
Flamebind – The divinator may channel Pyril’s energy into a protective ward of flames that physically coat the divinator’s armor, making grappling all but impossible and even being within the divinator’s radius a threatening affair. These flames will last for 4 turns, in which time they cannot burn the divinator and may cause 2nd degree burns to people who come in contact with them, even if they are wearing armoring–their holy flames shall ignore it. Has a cooldown of four turns before it can be cast again.
Saving Grace – Once per encounter, the divinator may invoke Pyril’s name to create a bright spectacle of light whilst flawlessly repairing the casters' damaged armor and weaponry over the duration of a turn. Armor that has been destroyed can not be repaired.
Sun Bake – Only castable during daytime and outdoors, and lasts 10 turns. The caster takes advantage of the sunlight, allowing them to perform the spell sufficiently. Those in an area of 20x20 ft with visible flesh will be particularly affected, feeling themselves start to heat up, gradually developing severe sunburns, sluggishness, and dehydration. Those in the vicinity for more than 5 turns will gain second-degree sunburns.
Aura of Sacrifice – When in combat with the Accursed, a divinator may discard their weapons and fall to their knees—performing a spell which creates a visible barrier around them. A translucent golden sphere surrounds them with a 10x10 feet, which the Accursed are entirely unable to enter nor attack through. However, the spell requires immense concentration—preventing the user from attacking during this time, and leaving them highly vulnerable to other beings. Has a cooldown of four turns before it can be cast again.
Skyfall – Only castable outdoors. The divinator raises their hands to the sky, targeting a 5x5-foot area within their line of sight. Within seconds, a rain of fiery shards crashes down onto the targeted area—causing deep puncture wounds surrounded which can break chainmail links and burn flesh (2nd degree). The effect lasts for one (1) turn, and can only be summoned twice (2x) during an encounter.
Herald Summons (T4)
Ignite – Under great concentration, the divinator is capable of channeling the flames of Pyril directly upon one target within 50 feet, lighting fabrics and gambesons ablaze and scorching exposed skin. This cast may be easily interrupted by escaping the caster's line of sight or breaking their immediate concentration through physical means. To cast Ignite, the divinator must remain stationary throughout. It takes 1 turn to cast this spell.
Pyril’s Rebuke – The divinator may set their sights upon a target and manifest a chain made of tangible light from their hands or a nearby surface (within 10 feet) to entrap them. To any accursed or undead restrained, this chain inflicts severe burns (second, ramping to third over time), even gradually rendering the bones of the undead to ash. This chain entrapment lasts for 5 turns and is no more durable than steel and may extend up to 20 feet. Breaking the chain will break the spell beforehand.
Shining Glare – The divinator may call upon Pyril’s blessing to protect them with tangible, holy light. This tangible light will create a shield on the caster’s backside, closely resembling the sun in appearance and shape. Opponents who look at the shield will be met with a bright glare, having to look away to avoid blindness. It stretches 10 feet in length and possesses the durability of iron, allowing it to be used defensively to block oncoming attacks from behind. This barrier will last for 10 turns. As opposed to the caster, it can also be placed on the backside of an ally.
Solar Barrier – The divinator creates a glistening, golden barrier spanning 50x50 ft. This spell is mainly seen in battles, particularly for deterring and blocking off large armies at once. Although it is entirely transparent, its strength is comparable to stone. It can be summoned only once per day.
Archon Summons (T5)
Lance of Pyril – The blazing energy of Pyril may be manifested into a large, tangible 10ft lance of fire, no more durable than steel, yet all but weightless to its wielder. It may be used as a traditional weapon without its flames singeing its caster, but it garners a potent fury when thrown like a javelin. Upon impact, the lance will burst into a large fireball, encompassing the vicinity (5x5 ft) of whatever struck, doing 3rd-degree burns, and creating a short combustion that generates enough force to burst open plating. The lance will remanifest itself in the divinator's hands after being thrown, and can be thrown 5 times before the spell is drained of mana.