hello! does the MC being pious have advantages later on in the story?
Hi! I’m having some issues with my chronic illness so I’m sorry if this isn’t as detailed or coherent as I would prefer lol (It’s made me slow down a bit with asks as well, but I’ll get to them! ♡)
Piety is connected to divine magic, which devout clergy members utilize. It allows them to infuse divine magic into alchemy (destiny/inhibiting elixirs) and reveal Brakkus’ Mark and the Affinity attributed to it (if it has awakened). It can also give them minor healing and brief impressions of a near future. Nothing as powerful or detailed as it is with light affinities, but something.
If MC has high piety, they’ll experience those impressions on occasion (they’ll also refer to the Gods more in general). Mini spoilers on how it’s occurred in-game below so far:
Light affinities get one of two visions prior to the Lysto mission. Either of the insurgent wrapping their hand around their neck, or of Anle’s presence at the banquet. This is in a detailed vision long before the day. The vision regarding Anle will allow a light affinity to sense and turn around in time to view Anle’s entire (spooky) arrival on the balcony.
If MC has high piety, while they won’t have a vision, they will feel Anle’s arrival soon enough that they’ll notice the tail end of their entrance.
I'm rewatching Exu: Calamity and I think they made a mistake with the name. The real title should be Exu: Actually, Vasselheim has good reasons for how it operates, even if they're dicks about it sometimes. Maybe it was too long, so they went with the snappier CALAMITY! Instead lol.
The end of the Calamity was only 840 something years ago. With Elves and dragons running around, some of them are definitely old enough where, if they didn't live during the Age of Arcanum themselves, their parents or grandparents would have and they would have been told a thousand stories of the fuck heads in flying cities who destroyed the world and were super annoying and dangerous long before they did that. Many more would be born during the latter part of the Calamity or raised by people who survived the Calamity who passes on those stories. Depending on the race we are talking anywhere from direct witnesses (Like the Bright Queen and Ludinus) to like 2-5 generations removed. Even humans with our short lifespans, it's really not THAT long, especially if you've got a bunch of old ass elves around teaching history class from a first person pov for like 500 years lol.
Intellectually people know that Critical Role, the world of Exandria is a post apocalypse story. Exandria is a scarred landscape that is just beginning to bounce back from the brink. But because it is recovering, it's easy to forget sometimes that it IS POST APOCALYPTIC. So people looking at Vasselheim in the modern day are like, 'bro, you really need to chill, everything's fine.' And Vasselheim is like... 'Chill? I do not understand the meaning of this word. And everything is fine... for now. We will be a bastion of civilization when the end times come once more. Fare thee well traveler.'
Then everyone rolls their eyes and moves on with their day. But if you really think about Vasselheim's isolationism and strength and distain for arcane magic in historical context, you can't really blame them. Are they over the top about their dislike of arcane magic? Sure. Is it quite possibly the most understandable over reaction in the history of over reactions? Also yes! They haven't made it illegal, they are just going to keep an eye on you, so you don't pull a Vespin Chloras and doom the planet to another few centuries of choked skies and sundered landscapes, that's all. Vespin was IN Vasselheim! Of COURSE they have strong feelings about it. The (Almost) End of the World began in Vasselheim due to arcane magic. If they had been stricter, maybe it wouldn't have happened at all!
And it really does paint their actions in Campaign 1 in a different light as well. Their isolationism can come across as shortsighted and selfish, until you view it from their point of view. Which is that they are constantly under threat, they know for a fact that Asmodeus wants their city destroyed, they are a bastion for the Prime Deities in a world filled with many heathens (lol that's where the dickishness comes in) and the Betrayer Gods would take any sign of weakness in their defenses and attack with glee. Hearing it in C1 it sounds like an excuse not to help against the Chroma Conclave, but it is literally just the truth from what I can tell. In BOTH Calamity and Downfall they have mentioned destroying Vasselheim being on the Betrayer God's to do list lol. If I was on a Betrayer God's to do list specifically, by name, I too would be somewhat paranoid and would not really want to disarm any portion of the city to go do something else. No matter how important the something else might be.
Vasselheim was basically like; Look, I'm very sorry to hear about your Dragon problem, that sucks, truly, but if we go out all willy nilly and leave this city undefended, it'll be fucked when we get back. When you have a real plan, come back and get us and we'll join you for the big fight. Until then, it's up to you, here you can have Kima as well, she's been desperate to get out of here anyway, and here's some supplies. We have larger concerns than one continent being attacked by four ancient Dragons. We are the seed bank for civilization for when shit inevitably hits the fan. We are the doomsday bunker for the Apocalypse, four Ancient Dragons are terrible, but they are not the Apocalypse. And they are right. Looking at it all in context, The Chroma Conclave are small potatoes. Horrific, monstrous, life destroying, but compared to the threat Vasselheim is preparing for, nothing.
They are the doomsday preppers of Exandria, except the threat is real and they are only letting their collective trauma and ptsd inform their decisions a little bit. They are actually fairly rational all things considered. This city withstood the entire Calamity. The stewards of the city must feel an enormous weight and responsibility to keep it safe going into the future. Imagine the pressure. Are you going to be the one to fuck it all up, after thousands of years? Sounds like a nightmare to me. The level of devotion and conviction required to keep something like that going is incredible.
Imagine being in a society with medieval level tech and hunting down and eating a divine being. You see an angel overhead, and your backwater clan knows nothing of the gods so you go out with your hunting party and shoot in down with arrows then stab it with spears.
It takes a day to kill, and another day to take back hame. It's giant, covered in armor, six wings sprouting from its back, its hands holding a massive firey sword. There are people who would honer such a creature, but your children are starving.
You sell the metal to a traveling caravan if dwarves, who give you more money then you've ever seen before for it. As for the food, it feeds your village for about six months. The bones can be used for making buildings are spearheads when everything is done.
Everyone in the village is changed by the angel's body. You can more youthful features, glowing eyes, some even gain wings or eyes in strange places, or other such mutations. Many of you don't survive.
You need your new skills to survive the winter. Those with divine knowledge use it to figure out the patterns of nature to better track food. Those who hunt continue to hunt. When the kings army marches through looking for recruits you ask for extra gold for each mutated man he takes. It's the way things are.
• Get dressed up. You don’t need a reason. When you look good, you feel good.
• Speak some gratitude affirmations about yourself to yourself.
• Take a bath or shower with self love intentions. Add some candles and crystals if you’re feeling extra.
• Let go of things that are pulling away at your energy. Release what is no longer serving.
• Buy yourself some flowers. Or that top you’ve been wanting forever. Or that bracelet. Whatever it may be. Get it. You deserve it.
• Do some skin care. Exfoliate your skin. Wash your face. Put some oils on. Rub your body down with smooth body butters.
• Clean your space. Get rid of things that are holding old energy. It’s okay to let go.
• Exercise, dance, do some yoga. Release any stagnant energy and bring yourself more vibrant energies.
• Meditate, do some journaling. Discover all the beautiful and not so beautiful parts of yourself.
• Go outside. Sit in the sun. Ground your bare feet in the grass. I promise you’ll feel a sense of peace, love and joyful energies. It’ll bring you, back to you.
• Make your favorite, nourishing beautiful meal. Make it look pretty. Sit down and love the food. Eat with a sense of peace and love. Embrace the moment.
It’s so important for us to make time for ourselves everyday. Even if it’s just for 10-20 minutes. You’ll feel much better and joyful when you do. You matter too.💜
The Fascinating World of Fantasy Magic: The 10 Types You Need to Know
Fantasy literature is filled with a wide variety of magical powers and abilities.
From spells and incantations to magical creatures and artifacts, the fantasy genre is rich with imagination and wonder.
Here are ten of the most common types of magic found in fantasy:
1. Elemental Magic.
This type of magic allows the user to control and manipulate the elements of nature such as fire, water,…
Sometimes divine magic seems a little too similar to arcane magic, being able to blast creatures with brilliant energy or creating something from nothing. I wanted to create a variant spell list that would make divine magic more subtle, especially at lower levels. The following is a new spell list for clerics and paladins that replaces spells that blast fire or shine holy light with psychic spells to bring followers into the fold and sinners to their knees.
There is a more complete guide for patrons on my Patreon, which includes further spells and spell lists for Nature Magic and a new thing called Celestial Magic. https://www.patreon.com/posts/56953212. The other spell lists will come in later posts, but the PDF will remain on Patreon ;)
Holy Magic
For the purpose of this guide, holy magic is a part of divine magic that is used by clerics and paladins. These two classes can choose from the new Holy Magic spell list detailed here. The new list is thematically different than it was before, using mental magic or miracles instead of radiance.
Faith of the Mind
Many evocation and conjuration spells were removed from the normal divine lists and replaced with enchantment spells. Clerics and paladins no longer use radiant damage to smite their foes, but now utilize the power of the mind. These chosen holy warriors now wrack the minds of heretics and evildoers with guilt, visions of the gods, or fear. Clerics and Paladins now specialize in psychic damage, with some enchantment support, as well.
Side note: Paladins might want to deal psychic or necrotic damage with their smites instead of radiant if they are using this variant.
Faith in Miracles
Other than magic that affects the mind, divine spellcasters also put their faith in divine coincidence. They pray for aid, and the gods respond by causing convenient miracles to occur. The extent of the miracles is based on the power of the priest. Everything can come down to the description of spells. Divine circumstance becomes the priest's miracle.
Faith in Luck
The variant presented in this guide assumes that healing magic is not knitting wounds back together before one's eyes. Instead, healing magic simply increases the target's chances of survival and inspires them to keep conscious through divine intervention. Reaching 0 hit points is a matter of one's luck running out, or the enemy finally landing a mortal blow. Higher-level resurrection and regeneration may be more difficult to justify, but perhaps that’s a true miracle rather than luck.
Faith in Death
Magic that creates undead or deals necrotic damage is described differently in terms of holy magic. Necrotic damage ravages creatures with disease or festers old and existing wounds, rather than sending shadowy tendrils or glowing energy to attack foes.
Undead arise on their own in a fantasy world, and a wielder of holy magic simply helps the process along by bringing a deity's attention to a corpse and inviting undeath within. This process is ritualistic, but shows no flashing lights or energy.
Use the above spell list to replace the one for clerics and paladins. If you would like to only have low-magic at lower levels, instead only replace the spell list for spell levels 1st-4th, making 5th-level spells and higher seem far more miraculous and reality-bending.
See below the jump for new spell descriptions.
New Spells
Some of these spells are direct replacements from the cleric and paladin spell lists. Some have even been reworked in this way, such as Spiritual Guardians’ replacement (I always felt as if this spell is the default or automatic choice, so I made it require a teeny bit of thought)
Toll the Dead/Sacred Flame > Afflict/Condemn
Light > Eternal Light
Word of Radiance > Word of Rebuke
Divine Favor > Divine Glory
Guiding Bolt > Guided Strike
Ray of Sickness (grave/death clerics’ domains) > Sicken
Searing Smite > Penitent Smite/Wounding Smite (one is psychic, the other is necrotic)
Branding Smite > Afflicting/Condemning Smite
Blinding Smite > Routing Smite (frightens instead of blinds, so it affects multiple instead)
Afflict / Condemn
Enchantment or necromancy cantrip
Casting Time: 1 action
Range: 60 ft.
Components: V, M (a holy symbol)
Duration: Instantaneous
This spell has two modes: Affliction and Condemnation. Choose one when you learn this cantrip or whenever you level up.
Affliction. (necromancy) You point at one suffering creature you can see within range, which causes their wounds to fester greatly. If the target is Poisoned or has less than half its total hit points, it must succeed on a Constitution saving throw or take 1d12 necrotic damage.
The spell’s damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4dl2).
Condemnation. (enchantment) You condemn a creature you can see within range to its doom, causing them anguish. If the target is Frightened or has more than half its total hit points, it must succeed on a Wisdom saving throw or take 1d12 psychic damage.
The spell’s damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4dl2).
Afflicting / Condemning Strike
Enchantment or necromancy cantrip
Casting Time: 1 action
Range: Self
Components: V, S, M (a melee weapon worth at least 1 sp)
Duration: Instantaneous
You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. You may use your spellcasting ability modifier for the attack roll if it is higher. On a hit, the target suffers the weapon attack's normal effects plus one of the following modes.
This spell has two modes: Affliction and Condemnation. Choose one when you learn this cantrip or whenever you level up.
Affliction. (necromancy) The creature takes an additional 1d8 necrotic damage if the creature is Poisoned or has less than half its total hit points. The necrotic damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Condemnation. (enchantment) The creature takes an additional 1d8 psychic damage if the creature is Frightened or has more than half its total hit points. The psychic damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Afflicting / Condemning Smite
2nd-level enchantment or necromancy
Casting Time: 1 bonus action
Range: Self
Components: V
Duration: Concentration, up to 1 minute
This spell has two modes: Affliction and Condemnation. Choose one when you learn this spell or whenever you level up.
Affliction. (necromancy) The next time you hit a creature with a weapon attack before this spell ends, the target's wounds surge with disease. The creature takes an additional 2d6 necrotic damage if the creature is Poisoned or has less than half its total hit points. Whether or not the creature took this bonus damage, the target cannot regain hit points until the spell ends.
Condemnation. (enchantment) The next time you hit a creature with a weapon attack before this spell ends, you judge them for their trespasses and will them to face you. The creature takes an additional 2d6 psychic damage if the creature is Frightened or has more than half its total hit points. The target becomes visible if it’s invisible, and can’t become invisible until the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the extra damage increases by 1d6 for each slot level above 2nd.
Aura of Affliction / Condemnation
3rd-level enchantment or necromancy
Casting Time: 1 action
Range: Self (15-foot radius)
Components: V, S, M (a holy symbol)
Duration: Concentration, up to 10 minutes
You emanate a harmful aura out to 15 feet. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it.
Creatures must spend 2 feet of movement for every 1 foot moved while inside the aura, and they are affected by one of the spell's modes. This spell has two modes: Affliction and Condemnation. Choose one when you learn this spell or whenever you level up.
Affliction. (necromancy) When a creature that is Poisoned or has less than half its total hit points enters the area for the first time on a turn or starts its turn there, it must make a Constitution saving throw. On a failed save, the creature takes 3d10 necrotic damage, or half as much on a successful save.
Condemnation. (enchantment) When a creature that is Frightened or has more than half its total hit points enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d10 psychic damage, or half as much on a successful save.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by one die for each slot level above 3rd.
Castigate
Enchantment cantrip
Casting Time: 1 action
Range: 60 ft.
Components: V, M (a holy symbol)
Duration: Instantaneous
You choose one creature you can see within range and fill them with guilt. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.
The spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Divine Glory
1st-level enchantment
Casting Time: 1 bonus action
Range: Self
Components: V, S
Duration: Concentration, up to 1 minute
Your prayer empowers you with divine purpose. Until the spell ends, your weapon attacks deal a bonus 1d4 damage on a hit.
Dispel Darkness
2nd-level abjuration
Casting Time: 1 action
Range: Touch
Components: V, S, M (a holy symbol)
Duration: 10 minutes
You sanctify the light of one lit candle, torch, lantern, or other light source you touch. The light gains the following benefits until the spell ends or until it is extinguished:
The light source sheds light through magical darkness at half its normal illumination.
If the light touches an area of magical darkness created by a spell of 2nd-level or lower, that spell ends.
Creatures with sensitivity to sunlight treat the light as if it were sunlight.
Drain Life
5th-level necromancy
Casting Time: 1 action
Range: Touch
Components: V, S, M (a holy symbol)
Duration: Concentration, up to 1 minute
You present your holy symbol and make a melee spell attack against a creature. On a hit, the creature doubles over in pain as you are filled with divine vigor. The target takes 4d8 necrotic damage and you then regain 3d8 hit points. The creature then makes a Charisma saving throw or becomes incapacitated while the spell persists. The creature makes a new save at the end of each of their turns and whenever they take damage from a source other than this spell, ending the spell on a success.
During each of your turns while the spell persists, you can use your action to deal damage and regain hit points again per the spell, no save required, as long as you continue to touch the creature.
When a creature is slain by this spell, you may decrease your age by 1d12 months.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage and healing increase by 1d8 per spell level above 5th.
Eternal Light
Evocation cantrip
Casting Time: 1 action
Range: 30 ft.
Components: V
Duration: 24 hours
You speak a prayer. One candle, torch or lantern you choose within range lights (if not already lit), and burns 24 hours instead of its normal time. The flame also resists being extinguished by wind, but not being doused or snuffed.
Only three instances of this spell can be active at a time. If you cast the spell while three instances are already in effect, choose one of the previous spells to end.
Guided Strike
1st-level divination
Casting Time: 1 action
Range: Self
Components: V, S, M (a melee weapon worth at least 1 sp)
Duration: Instantaneous
You invoke your deity to guide your attack and help an ally do the same. You brandish the weapon used in the spell's casting and make a weapon attack against a creature within your weapon's range. You may use your spellcasting ability modifier for the attack roll if it is higher. On a hit, the target takes a bonus 2d8 psychic damage and the next attack made against the target is made with advantage.
Judgment
Divination cantrip
Casting Time: 1 action
Range: 60 ft.
Components: V, S, M (a holy symbol)
Duration: 1 Round
You loudly pass judgment on a creature you can see within range, bringing it closer to doom. The target is cursed until the end of your next turn. The next time the cursed target is dealt damage from an attack, they take an additional 1d6 damage of the same type. If the attack has multiple damage types, you may choose one. Once the target takes this extra damage, the spell ends.
The bonus damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Mantle of Glory
3rd-level enchantment
Casting Time: 1 action
Range: Self
Components: V
Duration: Concentration, up to 1 minute
You emanate an aura of menace towards heretics, promising glory to your compatriots. Until the spell ends, nonhostile creatures in the area (including you) deal an extra 1d4 psychic damage when it hits with a weapon attack.
Mighty Smite
1st-level evocation
Casting Time: 1 bonus action
Range: Self
Components: V
Duration: Concentration, up to 1 minute
The next time you hit a creature with a weapon attack before this spell ends, it deals a mighty blow and terrifies onlookers. The target takes an additional 2d6 bludgeoning damage. Then, that creature must make a Strength saving throw or be pushed 10 feet away from you and knocked prone.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each spell level above 1st. If you use a 5th level spell slot, the creature is also stunned until the start of your next turn on a failed save.
Penitent Smite
1st-level enchantment
Casting Time: 1 bonus action
Range: Self
Components: V
Duration: Concentration, up to 1 minute
The next time you hit a creature with a weapon attack before this spell ends, the creature becomes wracked with guilt. The target takes an additional 1d6 psychic damage. At the start of each of their turns until the spell ends, the creature must make a Wisdom saving throw or take 1d6 psychic damage. On a successful save, the spell ends.
Another creature can use an action to reassure the creature, ending the spell.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial extra damage increases by 1d6 for each slot level above 1st.
Prayer of Plenty
3rd-level divination
Casting Time: 10 minutes
Range: 30 feet
Components: V, S, M (an offering worth 10 gold pieces, consumed by the spell)
Duration: Concentration, up to 8 hours
You chant a prayer and present an offering to your deity. When the spell is cast, you may choose up to nine creatures within range (including yourself). Each of those creatures gains advantage on their next Wisdom (Survival) check made to forage or hunt for food. If successful, each creature adds your spellcasting ability modifier to the amount of pounds of food and gallons of water found.
Routing Smite
3rd-level enchantment
Casting Time: 1 bonus action
Range: Self
Components: V
Duration: Concentration, up to 1 minute
The next time you hit a creature with a weapon attack before this spell ends, it deals a mighty blow and terrifies onlookers. The target takes an additional 3d8 psychic damage. Then, that creature and each other hostile creature within 20 feet of the target must make a Charisma saving throw. Each creature that fails this save becomes frightened of you until the spell ends.
Frightened creatures can attempt a new saving throw at the end of each of their turns, ending the spell for that creature on a success.
If the initial target was reduced to 0 hit points by this spell, creatures frightened by this spell must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move.
Sheltering Grace
4th-level abjuration
Casting Time: 1 action
Range: Touch
Components: V, S, M (gem dust worth 100 gp, which the spell consumes)
Duration: Concentration, up to 1 hour
You invite a deity to protect a creature you touch. They gain resistance to nonmagical bludgeoning, piercing, and slashing damage until the spell ends.
Sicken
1st-level necromancy
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a holy symbol)
Duration: Instantaneous
You present your holy symbol to a creature within range, nauseating them. That creature must make a Constitution saving throw or take 3d4 poison damage and becomes poisoned until the start of your next turn.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d4 per spell level above 1st and the poisoned condition lasts for a number of rounds equal to the spell slot spent.
Spiritual Fervor
2nd-level enchantment
Casting Time: 1 action
Range: 20 feet
Components: V, S
Duration: Concentration, up to 1 minute
You chant a litany of prayer to instill zeal in your allies, directing them with their attacks. During each of your turns, you can use a bonus action to inspire yourself or an ally to immediately make a melee weapon attack against a creature of their choice using a melee weapon they are wielding.
If you target an ally, they must be within 30 feet of you, you must be able to see them, and they must be able to hear you. An ally must also use their reaction to make the attack.
Ward of Faith
4th-level abjuration
Casting Time: 1 action
Range: 5 feet
Components: V, S, M (knife, chisel, or chalk)
Duration: 8 hours
You ward an area from intruders by carving, chiseling, or drawing a holy symbol on a flat surface within range.
Whenever a creature moves to a space within 10 feet of the ward for the first time on a turn, it receives a horrific vision of being smote by your deity. That creature must succeed on a Wisdom saving throw or take 20 psychic damage and become frightened of the ward until the start of their next turn. One a successful save, the creature takes 10 psychic damage and is not frightened. The ward loses its efficacy once it has dealt a total of 60 damage.
When the spell is cast, you can choose any number of creatures not to be affected by it. Creatures that truly worship your deity are also not affected by the ward.
Word of Rebuke
Enchantment cantrip
Casting Time: 1 action
Range: 5 ft.
Components: V, M (a holy symbol)
Duration: Instantaneous
You utter a divine word of rebuke. Each creature within 5 feet of you must make a Charisma saving throw or take 1d6 psychic damage.
The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Wounding Smite
1st-level necromancy
Casting Time: 1 bonus action
Range: Self
Components: V
Duration: Concentration, up to 1 minute
The next time you hit a creature with a weapon attack before this spell ends, the wound bleeds profusely. The target takes an additional 1d6 necrotic damage. At the start of each of their turns until the spell ends, the creature must make a Constitution saving throw or take 1d6 necrotic damage. On a successful save, the spell ends.
Another creature can use an action to staunch the wound, ending the spell.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial extra damage increases by 1d6 for each slot level above 1st.