Nephilim

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The propagator of Nephilim throughout Meranthe is believed to start with Amier.

Within Meranthe, when divinity and humanity appear in a person, they're known as a Nephilim, a catch all term for these unique and extremely rare mutations. Originally, this term had odious connotations, but over the past centuries it has been revered and sought after. The Nephilim are, after all, descendants of the pantheon, carrying a spark of their divine blood. This may express itself with the following:

  • Most notable and obvious are the eyes, which gain a unique insignia if their Aether is realized, a 'mirror into the soul' and the deepest reflection of magic. Gala Nephilim have galaxy-like swirls around the iris; Pylae Nephilim have golden crosses over the iris; Enarr Nephilim have golden crown-like sigils for irises; Mestra Nephilim have a multi-colored rainbow hue, etc!
  • A full manifestation occurs when the Nephilim is able to freely control Aether Magic; not all can, even if the fantastical magic develops within their eyes. This is the natural ethereal mana of a person, but strengthened and styled towards the affinity of their awakening. It is effectively supercharged energy magic: it can form a defensive shield that deflects most attacks and offensively be cast out in the form of charged arcs and spiral beams. Once awakened, Aether becomes as instinctive and natural as wielding one's inner, pure mana, to devastating effect. The awakening of Aether also heightens a person's strength, agility, durability, and longevity, bringing them a step closer to divinity (though far from it all the same).
  • Sometimes an awakening may also appear physically beyond just the eyes. This could be an unusual set of wings, or something entirely unique to the person. It is a sudden magical growth that can manifest itself in unpredictable ways.

Becoming A Nephilim

THROUGH YOUR BLOODLINE: As a direct descendant of a Nephilim, you may request Aether via the ability form, developed in-game. This extends to families such as the child of a Nephilim or even the grandchild, as it doesn't always appear in direct offspring.

BY THE PANTHEON: A Faith Radiant of the Pantheon may choose a Champion. This ritual costs 150 Faith and grants the target Aether Magic. A pantheon's deity may only have one active Champion at a time. If this is done on a member of a Nephilim bloodline with verifiable PC ancestry, this will instead transform them into a full fledged Nephilim (+passive).

FORGED IN BATTLE: If a Nephilim is defeated and killed in battle, the victor may choose to gain an affinity for Aether Magic through the primordial blood. If this is consensual (or suicide) it's less likely to pass on, perhaps due to a lack of adrenaline.

Spell Tree

TRUE COUNTER: For 2s, the player is cast locked and absorbs all damage, then returns it back at the end in a massive homing blast. 10 Spell Points, Basic.

AETHER FLASH: Activate to charge, gains effects, maxing out at 3s (cannot cast during). May cast mid-charge. Increases damage and after 3s the beam can instantly form. 10 Spell Points, Basic.

IGNITE: Activate to charge, gains effects, maxing out at 5s (cannot cast during). May cast mid-charge. Increases the number of projectiles, a base of 5 to 15 when fully charged (similar to Meteor Shower). 10 Spell Points, Basic.

PASSIVE: True Nephilim at Level 210+ gain a bonus ability.

NephilimBlue: Any

NephilimGreen: Any

NephilimRed: Mortyl, Ualdir

NephilimPink: Chireus, Alacritas

NephilimGold: Enarr, Pylae, Alacritas

NephilimMestra: Mestra

NephilimGala: Gala

NephilimNull: Athelios