Seva, the Corpus Luminary
“The God of the Night”, “The Curseweaver”, "The Light Thief"
Seva, the Corpus Luminary
“The God of the Night”, “The Curseweaver”, "The Light Thief"
“Stars cannot shine without darkness.”
— Herald of Seva
Light cannot exist without darkness, this is a fundamental fact of existence; baked into the core of reality. A God who exists in the dark, and steals the light away… Seva is known as the God of Darkness, Stars, and Moonlight. A figure said to watch over those in need and helpless with their mortal life.
Patron of Outcasts. Followers of Seva are united under their reverence for the night and all that comes with it. The rejected and forgotten, united under an umbral shade of darkness, often create a common sense of community or bonding among many who could never have found such. And acceptance of what made them this way, and understanding of its burden.
Seva’s form is displayed to mortals in cycles, or so it is said, constantly repressed by the Sun and forced to be reborn over and over again… taking up to 30 long nights to be granted a beautiful visage once more as a pale crest that dominates the dark sky. The appearance creates a resurgence in communities and activities regarding Seva, and is seen as a day of Blessing and Welcoming.
Common Methods of Worship
Seva’s followers are known to seek recognition and show their fealty by sheltering denizens of the night. All are welcome and treated equally within an abode of a Seva follower. A wealthy nobleman is seen as equal to a sickly peasant within the eyes of the moon God.
Those who work under the night’s protection, often offer up a portion of their spoils to shrines depicting a thin, pale, woman cowering behind a new-moon. It’s common these portions include a sum of gold or trinkets, especially silver, which is extremely valued by Seva followers. A more taboo and unseen offering is blood. Representing the blood of the martyrs and people before them, the Outcasts who did not make it, who were judged unequal by Society.
Many of Seva’s high priests speak to a prophecy of a day when the light might be stolen for good; ridding them of the cycle that steals their beloved deity from them for thirty days. Whether there is any fact to the legend is a topic of heated debate.
Followers of Seva may find places of tranquil seclusion to house their worship, preferring to stay indoors or in the shade, mostly only going out during the night. Lunarium’s and other such astrological tools aren’t uncommon to find within Seva temples, combined with ritual circles and shrines.
Seva Divinity users can use Water Magic spells.
Acolyte Summons (T0)
Divinator magic cannot be utilized for freeform at T0, unlike Spellcasting.
Spotlight – A follower of Seva can call upon the moon, directing a spotlight from above to cast around them. This is often used outdoors, as it requires dimly lit or dark environments.
A subtype of this spell allows those who walk the path of Seva to encode and call upon the Moonlight, creating a small orb of moonlight over their shoulder that provides a glow.
Lonely Comfort – By calling upon the darkness around them, a Seva follower can manifest eyes of darkness and moonlight around them. These eyes watch the Seva follower in times of loneliness and despair, representing the community of outcasts they are united with. This will help the follower get through rough times emotionally when others are not with them.
Devoted Shrine – Those who take up Seva often create shrines of coin, blood, and darkness in their name. With this invocation, a follower may create a dark shroud around their chosen shrine, making it normal to all; only those the divinator chooses may see it. This shroud gives a sense of community to fellow Seva followers and outcasts.
Constellations – The divinator may conjure small constellations around themselves to represent star patterns. These constellations glow a bright white and are often used by astrologists to explain stars. It may also be used as a ‘compass’ by aligning it with the stars above.
Devoted Summons (T1)
Hush – Within a closed environment, a Seva follower may make a sushing motion with their finger and mouth, allowing them to snuff out light within a 15x15 ft radius around them, such as candlelight, torchlight, or campfire. Sunlight cannot be put out. Hush can also snuff out magical light, although it must be at the equivalent level or less to do so. This spell ‘scales’ up, allowing them to put out magical light akin to whatever level the divinator is.
Spatter – By slicing their palm, a Seva follower is capable of throwing and splattering their blood out in front of them. This spell turns the blood into a dark liquid akin to ink, making it helpful in blinding or gaining an advantage. The dark ink has an irritant effect, causing a stinging pain to linger if it comes into contact with exposed areas of the body, including the eyes. The ink may also cause trips or slips, as it remains slippery. The palm is not required to be cut to cast this invocation, but the blood of the conjurer is needed to convert it into this ink-like substance. No other blood will work.
Darkvision – As the name implies, this invocation allows the user to see in the dark. The duration of the invocation lasts for 1 hour before fading and needing to be reapplied.
Resist Cold – Devoid of light and heat, the shadows create cold and unsympathetic darkness that freezes most. This aura of darkness grants the boon of resistance to frostbite. Being able to resist magical frost from up to 2 different equivalent level spells before dissipating, usable once per encounter and once per day.
Burden Breaker – Those who help the ‘Burdened’ are the most devoted of Seva. Using this spell on any Vampire or Lycanthrope alleviates their burdens temporarily. Vampires will feel their curse ease away and lessen, allowing them to enjoy a moment of respite without hunger. Lycanthropes will feel their ‘plague’ get better, and even feel a short moment where they are satiated. This spell lasts for 15 OOC minutes before automatically ending. This spell cannot be used on the same individual within the same OOC day to avoid misuse.
Singe Breath – Cold, grave-like air bursts forth from the caster’s mouth within 8 ft of them. It drains heat from exposed skin, slowing reaction time and making quick melee strikes less powerful. This lasts until they escape the range and has a cooldown of three turns once casted.
Cold-blooded – Battle persists, your enemy begins to bleed more and more. The Divinator can cast directly onto a person’s bleeding wounds as long as they are within 15 ft, making the targeted person's injuries unable to heal, and their blood feels cold it feels like it's burning to the touch and sickly. This non-healing, burning sensation lasts for three turns and can be casted twice per encounter.
Starry Dance – As the Divinator casts around their person, a total of four small stars dance and circle their person. These stars can be sent at a target, flying at 20 MPH and capable of slicing through gambeson, leaving dagger-sized cuts.
Silent Shout – The caster opens their mouth in a shout, but no sound emerges. Instead, the target hears the scream inside their skull. Causes panic, ringing in the ears, and briefly stuns them. It can only be used four times per encounter, and has a 1-turn cooldown.
Adherent Summons (T2)
Moon Daggers – Those who lurk in the dark are armed. With a closed palm, the follower of Seva may procure daggers of pure shadow and darkness. They move and interact the same as any dagger would, but when impacting exposed flesh, they will deal 2nd-degree frostbite. These daggers can be used to extinguish light sources from afar, creating a small dark aura around the area wherever they impact (1 ft). Up to 5 daggers can be thrown before the spell is depleted.
Seva's Veil – A dark, thick veil that shrouds the user from head to toe, concealing their identity from those near them, muffling their footsteps, and distorting their voice. The invocation must be cast within darkness, and can be ended early if the caster is exposed to light greater than a torch. The veil does not act as armor and lasts for 10 turns.
Dark Blockade – The divinator conjures in front of them, manifesting a wall, a blockade of pure darkness. This blockade is 7x7 ft and can halt arrows, thrown weaponry, and spells. It holds the same durability as wood, and a few (3) heavy weapon attacks will render it broken. Directed attacks of Pyrils Light will break it in 2 instead. Spells capable of cleaving through wood will also break through the blockade with ease. The wall lasts for 5 turns before fading away.
Shadow Ensnare – A unique invocation used by thieves and bandits, this cheap trick allows for the Seva follower to manipulate another person's shadow. The individual's shadow turns against them and, for a time, grabs their own ankle, even though they are as strong as they are. Allowing them to trip or hold the individual they are conjuring on. This requires the catalyst to be pointed at them and lasts for 2 turns before automatically ending.
Contour – This invocation may only be used during nighttime and must be outside. A follower of Seva may point to a singular individual, conjuring with their catalyst and creating a contour of moonlight around their chosen target. This contour gives a clear outline of them from up to 100 ft away, and allows them to be spotted even at night. This invocation lasts for 10 turns; however, the effect can be ended early if the target escapes into an area of light stronger or equal to a torchlight.
Disciple Summons (T3)
Moon Gaze – A Seva follower may only cast this invocation during nighttime while outdoors, lasting for 10 turns. The moonlight around the caster becomes cold and chilling; those within a 20x20 ft radius suffer from frostnip, extreme chills, shivers, and soreness. Any within the radius for more than 5 turns will gain 2nd-degree frostbite on exposed areas of their body.
Stardust – This invocation may only be used during nighttime and must be outside. Upon calling the stars above them, the follower of Seva can rain down Stardust from above a target in a 7x7 ft area, or straight from their chosen catalyst, moving as fast as a slingshot, hard to dodge or avoid without directly seeing it coming. This Stardust glows white and shimmers under the moonlight. Upon dust contacting an individual or object, it will begin to sizzle and burn through it. When making contact with flesh, it causes 1st-degree burns and can worsen to 2nd degree if prolonged contact is maintained (3 turns). It can burn through wood in 3 turns as well, making it a versatile tool for the divinator. The Stardust may be washed off or wiped off with a swipe of a hand.
Aura of Dread – By concentrating and placing their focus into their chosen god. A divinator releases a 15x15 feet aura around themselves. This aura prevents those within it from seeing 3ft around them, making it hard to detect and spot others. While darkness surrounds those within the aura, individuals find that the aura gives them a sense of fear and dread, making them hear voices in the darkness. The Divinator does not suffer the downsides.
Shadow Call – Within the dark, a Seva divinator may conjure tendrils and tentacles of pure shadow and darkness. They may summon and create up to 3 of them in a given area, and may not split them or separate them in any way (they must remain together). The tendrils of darkness are 7 ft long and may be used to jab and slam opponents. They may jab through and tear apart Gambeson in 1 direct hit and inflict blunt force trauma capable of minor digit breaks and bone cracks in their wake. Chainmail takes 2 direct hits before it shatters and leaves the same effect; with 4 or more direct hits, even Plate can be damaged. These tendrils of darkness hold the same durability as pure flesh, capable of easily being cleaved apart with a two-handed weapon in a single sweep.
Moon Threads – Utilized with a catalyst, or with the divinator's hands, a follower of Seva may call upon Thread-like strings to organize them how they wish. These threads may be set up at a doorway to create a ‘tripwire’. Or they may be strung around in a battlefield to push others into them. These threads are razor-sharp, slicing through cloth and gambeson, leaving lacerations and bleeding. They are capable of Tangling people, as they hold the same constitution as rope. Taking at least 2 turns to slice and break free from. Chainmail and Plate stop the threads and prevent any further damage. These strings can be stretched up to a maximum of 9 ft, and there may be a total of 5 of them. Additionally, these strings are nearly invisible when in darkness, but are very easily seen in a light greater than a Torch.
Herald Summons (T4)
Lunar Blast – Praying to the stars grants a gaze most powerful. By praying with their chosen catalyst, a follower of Seva may unleash a concentrated blast of moonlight and darkness. With a maximum range of 30 ft, this blast is capable of inflicting a mixture of frostbite and frost burns to the 2nd degree where it lands, as well as blunt force trauma capable of sending an armored foe off their feet and onto their back, breaking bone in unarmored areas upon contact. However, it must land on an exposed part of the body to inflict these effects, and will dent plate if landed there.
Dive – Diving into the deep is often one that none can return from. Conjuring this spell allows the caster to ‘dive’ into darkness akin to water. They will be capable of seeing, albeit murky and slightly distorted, but are unable to speak, hear and communicate when diving. The caster may only dive for 4 Turns, as they are unable to breathe while submerged in darkness. Additionally, any light stronger or equal to a Torchlight may force them out of the darkness and back out. Diving takes 1 turn to perform, and a dark trail is left behind for those on the surface to follow/chase. Divers can slip underneath doors, but cannot slip through cracks or crevices. While diving, you move as fast as you would when swimming.
Feast of the Wicked – The follower of Seva laughs in a wicked and mocking tone. This invocation summons 3 large, jaw-like entities, each as large as a human head. These jaws hold gnashing, sharp teeth easily capable of sinking into gambeson and chain links alike. These jaws of darkness move like a Full Sprint, are noticeable to the eye, and are avoidable in the right circumstances. These jaws will bite and latch onto the target. Their jaws can chew for a prolonged time (up to 3 turns) and will rip off a mouthful of whatever they are chewing. They cannot chew through large amounts of metal or stone (Plate can not be bitten through, but may be dented through bites). These jaws can be sent up to 30ft from the divinator and last for 5 turns before dissipating into darkness.
Lightless Cavalcade – There awaits no comfort for those who oppose the dark. By pointing their catalyst at a chosen target, a Seva follower may enact a curse on the person that lasts for 10 turns. This curse makes them extremely cold in the dark, suffering 1st-degree frostbite in just 2 turns, and 2nd-degree in 5. If untreated for the whole duration, it could easily worsen. However, any light source will warm the individual up, and they won't begin freezing in the darkness. The light must encompass their whole body, as any part that isn't will still suffer the effects.
Fading Away – Utilized by thieves to escape, this invocation can only be conjured when in a crowd of 6 or more people. When conjured, the Seva follower will seemingly ‘disappear’, becoming invisible and silent for 5 turns as the shadows swallow them whole. This allows them to blend into the crowd and then walk away and escape. They are just another face in the crowd, another one in the community of darkness. Attacking while invisible will end the effect early, and tracking via other means is still possible by an outside party.
Archon Summons (T5)
The Burning Stars – The constellations above are sometimes referred to as ‘Eyes of Heaven’, their twinkle incites hope to those who reach for the stars above. This invocation can only be used during nighttime. The divinator calls the stars from above, pointing their chosen catalyst to the sky. A small star is brought down from above with astonishing speed, crashing down at a desired destination within 150 feet. The star impacts around an area of 25x25 ft, causing massive damage to those caught within its arrival. It moves like a falling anvil, easily noticeable and avoidable if seen and not impeded. When impacting a person, bones are completely broken from the impact, Plate is rendered asunder, and anything less is torn and ripped apart completely. The star leaves behind a residue of stardust, igniting the area it impacts in white flames that can easily burn to the second degree and ignite if not extinguished properly. The Seva follower is subsequently drained after using this spell, as it causes extreme devastation in its wake