Tier Level: 
5
Spell Type: 
🛡️ Defensive
Stat Cost: 
10 Soul
Spell Cast Speed: 
10
Range & Area: 
self and all allies
Duration: 
until end of battle or caster's death
Cast Roll: 
Hard Arcana
Effects: 

This spell is a part of the Essence Bolt spell chain and is found in the Essence Bolt rune stone.

Facing a terrible threat, the navitamancer casts this spell, asking for direct intervention from the positive force of all life energy, the holy Seraphim. The Seraphim however does not intervene right away, instead a divine promise is made. A promise made by the Seraphim is not a spell. It is not a ward or a barrier or a magical effect with a duration and a cost. It is a covenant. It is the full weight of the Seraphim's nature - that fierce, absolute, burning devotion to life and to the protection of those who carry it is given the form of a word. And the Seraphim do not break their word. Therefore this promise cannot be dispelled, even if the very death of all magic were to take place. It is a promise that the holy symbol of life will fulfill until the threat of the battle is no more, or the navitamancer with which the promise was made no longer draws breath. The promise covers every ally simultaneously without exception. Should any ally be struck, whether it be by enemy blade, by enemy spell, by the confused swing of another ally, by the indiscriminate spread of an area effect that does not care who it catches, it does not matter.  Two things happen immediately and without hesitation. The struck ally receives 5d12 healing as the Seraphim's grace rushes in to answer the violation. The one who struck them, regardless of intent, regardless of circumstance, receives 5d12 damage as the Seraphim's retribution answers in the same breath. The Seraphim do not judge intent. They judge action. You struck someone under my protection. That is sufficient.

The navitamancer who casts this spell is not included in its healing. They stand outside the promise they made, giving it entirely to others, keeping nothing of its comfort for themselves. This is not an oversight. This is the navitamancer's choice, the same choice that defines everything about who they are. They protect. They do not ask to be protected in return. Those who attack the navitamancer will receive retribution in its full, a staggering 60 points of magical damage brought on by the anger of the Seraphim, but no healing and no respite will come for the navitamancer. It is a sacrifice the navitamancer made willingly for the protection of their friends. Should the navitamancer fall in battle while Seraphim's Promise stands the Seraphim answer that death with one final act of grace. The navitamancer is resurrected fully, returned to the battle they gave their life to protect others in. But the promise ends the moment they draw breath again. The Seraphim have honored the navitamancer's sacrifice with the only answer worthy of it. What comes next is the navitamancer's own. For the next 1d4 rounds following their resurrection the navitamancer must make Hard Mental Balance checks against loss of self, feeling the full weight of what their death meant. Should they fail their check, not only will they have to make Normal Mental Balance checks to attack and not be able to add Offensive, Bow, or Runic Power for the following 1d4 rounds, the navitamancer will also be unwilling to call upon the Seraphim for a promise for the remainder of the battle, for in their minds their death is their failure to protect their allies. 

Rune Stone Effect: 

N/A

Requirements: 
Mystic Weapon