
[General Information]
• Name: Guild of Dwayna
• Leader: Dwayna
• Membership: Medics, scholars
• Primary Goal: Help both the rich and the poor equally. Turn the world into a paradise for its inhabitants.
• History:
[Ranking]
• Zephyr [Rank 4]: Dwayna is and probably always will be the sole zephyr. A master of the healing and defensive arts: Dwayna's rank is secure for many years to come.
• Gale [Rank 3]: Gale's have obtained the highest knowledge of the healing arts and have exstensive insight into the ancient magical arts of elemental wind magic. Dwayna trusts them above any else and gifts them with knowledge beyond mortal studies.
• Whisper [Rank 2]: Whisper's are not high enough in rank to directly interact with Dwayna but are trusted enough to be able to preform the work of the guild by themselves or with an apprentice.
• Draft [Rank 1]: Draft's are essentially squires in the heirarchy of the guild and are usually apprenticed to a more experienced member. A whisper might teach one or two at any given time but a gale could have anywhere up to nine or ten drafts. They have a basic understanding of the healing and defensive arts.
• Gale [Rank 3]: Gale's have obtained the highest knowledge of the healing arts and have exstensive insight into the ancient magical arts of elemental wind magic. Dwayna trusts them above any else and gifts them with knowledge beyond mortal studies.
• Whisper [Rank 2]: Whisper's are not high enough in rank to directly interact with Dwayna but are trusted enough to be able to preform the work of the guild by themselves or with an apprentice.
• Draft [Rank 1]: Draft's are essentially squires in the heirarchy of the guild and are usually apprenticed to a more experienced member. A whisper might teach one or two at any given time but a gale could have anywhere up to nine or ten drafts. They have a basic understanding of the healing and defensive arts.
[Guild Techniques]
Medics
Name: Cure Light Wounds
Instructor: N/A
Description: A simple and basic form of healing.
Effect: The Medic can heal a target of an amount of Stamina equal to their own Spirit Defense divided by 2 with this ability. This ability can be used once per 25 Spirit Strength and has a one post cool down between uses.
Requirements: Medic, Draft Rank, Spirit Strength 25+
Cost: 3 Potential
Name: Divine Protection
Instructor: N/A
Description: While not necessarily from religious belief, it is still an effective protection to have.
Effect: This ability provides a protective blessing to the target, allowing them defend against both physical and magical attacks with their own Defense and Spirit Defense with a +3 bonus per Level to each. This ability will last for one post per Level (minimum 1) and has a 2 post cool down between uses.
Requirements: Medic, Draft Rank, Spirit Strength 20+, Spirit Defense 20+, Stamina 20+
Cost: 3 Potential
Name: Cure Moderate Wounds
Instructor: N/A
Description: An intermediate and useful form of healing.
Effect: The Medic can heal a target of an amount of Stamina equal to their own Spirit Defense with this ability. This ability can be used once per 50 Spirit Strength and has a 2 post cool down between uses.
Requirements: Medic, Whisper Rank, Cure Light Wounds, Spirit Strength 150+
Cost: 4 Potential
Name: Improved Divine Protection
Instructor: N/A
Description: While not necessarily from religious belief, it is still an effective protection to have.
Effect: When blessing a target with Divine Protection, the Medic provides them with an additional +5 bonus per Level to the target's Defense and Spirit Defense each.
Requirements: Medic, Whisper Rank, Divine Protection, Spirit Strength 100+, Spirit Defense 100+, Stamina 100+
Cost: 4 Potential
Name: Cure Severe Wounds
Instructor: N/A
Description: A powerful and effective form of healing.
Effect: The Medic can heal a target of an amount of Stamina equal to their own Spirit Defense +100 with this ability. This ability can be used once per 100 Spirit Strength and has a 3 post cool down between uses.
Requirements: Medic, Gale Rank, Cure Lighht Wounds, Cure Moderate Wounds, Spirit Strength 250+
Cost: 5 Potential
Name: Greater Divine Protection
Instructor: N/A
Description: While not necessarily from religious belief, it is still an effective protection to have.
Effect: When blessing a target with Divine Protection, the Medic provides them with an additional +7 bonus per Level to the target's Defense and Spirit Defense each. This stacks with the effects of Improved Divine Protection.
Requirements: Medic, Gale Rank, Divine Protection, Improved Divine Protection, Spirit Strength 200+, Spirit Defense 200+, Stamina 200+
Cost: 5 Potential
Scholars
Offensive Spells
Special Note about Tiered Spells
Many spells listed have a Lesser, standard, and Greater version, each stronger than the last but more or less it is still the same basic spell in terms of overall effect. Learning any spells of these sets requires that you already know the previous spells as well, but you are not required to keep all levels of these spells in the same Spellbook at the same time after you have learned them.
Many spells listed have a Lesser, standard, and Greater version, each stronger than the last but more or less it is still the same basic spell in terms of overall effect. Learning any spells of these sets requires that you already know the previous spells as well, but you are not required to keep all levels of these spells in the same Spellbook at the same time after you have learned them.
Light Spells
Name: Holy Orb, Lesser
Instructor: N/A
Description: A simple projectile ball of light.
Effect: The Scholar can produce a small amount of pure light and create a sphere of it before launching it out at a target, dealing their Spirit Strength +30 in light damage to an enemy. This spell can be used at will.
Requirements: Scholar, Draft Rank, Intellect 20+, Spirit Strength 20+
Cost: 1 Potential
Name: Holy Orb
Instructor: N/A
Description: A concentrated projectile ball of light.
Effect: The Scholar can produce and focus pure light to create a sphere of it before launching it out at a target, dealing their Spirit Strength +120 in light damage to an enemy. The attack will explode outwards on impact, dealing damage in a small radius around the point of impact, damaging anything nearby as well within 10 feet.
Requirements: Scholar, Whisper Rank, Intellect 50+, Spirit Strength 100+
Cost: 1 Potential
Name: Holy Orb, Greater
Instructor: N/A
Description: A powerful projectile ball of light.
Effect: The Scholar can produce and focus pure light to create a sphere of it before launching it out at a target, dealing their Spirit Strength +240 in light damage to an enemy. The attack will explode outwards on impact, dealing damage in a small radius around the point of impact, damaging anything nearby as well within 20 feet.
Requirements: Scholar, Gale Rank, Intellect 75+, Spirit Strength 250+
Cost: 1 Potential
Defensive Spells
Name: Mage Armor, Lesser
Instructor: N/A
Description: A simple yet invisible magical armor around the body.
Effect: This spell will coat the target is a protective invisible armor that let's them defend against Magical attacks with their own Spirit Defense +40. A single cast of this spell will last for one post per Level (minimum 1) and can be cast at will.
Requirements: Scholar, Draft Rank, Intellect 20+, Spirit Defense 20+
Cost: 1 Potential
Name: Mage Armor
Instructor: N/A
Description: A strong yet invisible magical armor around the body.
Effect: The stronger version of the previous armor spell, this spell provides the same benefits as the first, but with an additional +120 boost to the target's Spirit Defense. This version only lasts for one post per 2 Levels and has a 2 post cool down between uses.
Requirements: Scholar, Whisper Rank, Intellect 50+, Spirit Defense 100+
Cost: 1 Potential
Name: Mage Armor, Greater
Instructor: N/A
Description: A near impenetrable invisible magical armor around the body.
Effect: The final spell of the set, this version grants the same protection benefits of the previous two, however the boost provided is now changed to become +25 per Level instead of +160. This version only lasts for one post per 4 Levels and has a 3 post cool down between uses.
Requirements: Scholar, Gale Rank, Intellect 75+, Spirit Defense 200+
Cost: 1 Potential
Instructor: N/A
Description: A simple yet invisible magical armor around the body.
Effect: This spell will coat the target is a protective invisible armor that let's them defend against Magical attacks with their own Spirit Defense +40. A single cast of this spell will last for one post per Level (minimum 1) and can be cast at will.
Requirements: Scholar, Draft Rank, Intellect 20+, Spirit Defense 20+
Cost: 1 Potential
Name: Mage Armor
Instructor: N/A
Description: A strong yet invisible magical armor around the body.
Effect: The stronger version of the previous armor spell, this spell provides the same benefits as the first, but with an additional +120 boost to the target's Spirit Defense. This version only lasts for one post per 2 Levels and has a 2 post cool down between uses.
Requirements: Scholar, Whisper Rank, Intellect 50+, Spirit Defense 100+
Cost: 1 Potential
Name: Mage Armor, Greater
Instructor: N/A
Description: A near impenetrable invisible magical armor around the body.
Effect: The final spell of the set, this version grants the same protection benefits of the previous two, however the boost provided is now changed to become +25 per Level instead of +160. This version only lasts for one post per 4 Levels and has a 3 post cool down between uses.
Requirements: Scholar, Gale Rank, Intellect 75+, Spirit Defense 200+
Cost: 1 Potential
Support Spells
Name: Technique's Name
Instructor: If there is a specific NPC Instructor, list their name. Otherwise N/A.
Description: A short visual description of what is done.
Effect: The numerical effect.
Requirements: Any Stat/Item requirements to learn. If only certain classes can learn it list them here.
Cost: xxx Potential
Instructor: If there is a specific NPC Instructor, list their name. Otherwise N/A.
Description: A short visual description of what is done.
Effect: The numerical effect.
Requirements: Any Stat/Item requirements to learn. If only certain classes can learn it list them here.
Cost: xxx Potential
