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Priests are those whose devotion to their god (either Aria, Herrel, Ivasha, Minn, or Luphresie) has shown itself in the blessing of the god passing through them and creating miraculous effects. Each spell below has a chant time associated with it and, so long as you are uninterrupted, after the chant time you may activate the associated effect. Chanting need not be verbal, but must be roleplay which is obviously venerating your god (e.g. dance or other ritualised movement). Your chant will be interrupted if you are struck with a MUTE, WOUND, ENRAGE or STUN call.
You may only pick skills associated with one of the gods, and those marked as Other Skills.
After chanting for five (5) seconds, you may call MUTE on a target, at range. So long as you remain silent yourself, you may continually call MUTE on this same target.
XP Cost: 4
Prerequisite: None
After chanting for fifteen (15) seconds, you may call FORTIFY on a target, at range.
XP Cost: 5
Prerequisite: None
After chanting for ten (10) seconds, you may call HEAL 3 on a target, at range.
XP Cost: 5
Prerequisite: None
After chanting for fifteen (15) seconds, you may call ARCED WOUND, so long as the arc contains at most three (3) targets.
XP Cost: 6
Prerequisite: None
After chanting for sixty (60) seconds, you can draw out the truest and most perfect form of an object.
XP Cost: 9
Prerequisite: Strength of the Form
After chanting for fifteen (15) seconds, you may call STABILISE, at range.
XP Cost: 5
Prerequisite: Restoration
Three (3) times per adventure, after chanting for thirty (30) seconds, you can activate this ability; after that, for as long as you keep chanting, you may call HEAL 5 every five (5) seconds.
XP Cost: 15
Prerequisite: Final Salvage
After chanting for fourty-five (45) seconds, you main gain an insight into what a person wants in this moment. The reasons for what they want may not always be clear.
XP Cost: 7
Prerequisite: None
After chanting for fifteen (15) seconds, you may call REPEL at range.
XP Cost: 4
Prerequisite: None
After chanting for fifteen (15) seconds, you may call MASS DISARM. You must take this effect yourself.
XP Cost: 5
Prerequisite: None
After chanting for thirty (30) seconds, you may call DISARM at range. For the next thirty (30) seconds, if that weapon is picked up you may call disarm on it again.
XP Cost: 8
Prerequisite: In Good Faith
After chanting for twenty (20) seconds, you may call EXPOSE; five (5) seconds later you must call FORTIFY on the same target.
XP Cost: 7
Prerequisite: None
After chanting for ten (10) seconds you may call WOUND at range, then take a WOUND on the same limb.
XP Cost: 5
Prerequisite: None
After chanting for thirty (30) seconds this effect activates, so long as you continue to chant you may freely make any calls targeted at you at another target at range. You must still take the effect, but if the effect would interrupt your chanting you may still make the call before you are interrupted.
XP Cost: 10
Prerequisite: Equal Exchange
After chanting for fifteen (15) seconds you may call STUN against a foe that is being attacked in melee by you and one other.
XP Cost: 6
Prerequisite: None
After chanting for ten (10) seconds you may call TAUNT at range; when you do this, you must act as if the target had just called TAUNT on you.
XP Cost: 5
Prerequisite: None
After chanting for ten (10) seconds you may call DISARM by blow.
XP Cost: 4
Prerequisite: None
After chanting for sixty (60) seconds you may gain an understanding on the last battle fought at the place where you are. Bear in mind that this is the last battle, regardless of significance.
XP Cost: 7
Prerequisite: None
After chanting for fifteen (15) seconds you may either call TAUNT on an enemy at range, or REPEL on a foe in melee combat with one of your allies.
XP Cost: 7
Prerequisite: You Must Go Through Me
After chanting for twenty (20) seconds you may call ARCED DISARM.
XP Cost: 6
Prerequisite: The Best Defense
Three (3) times per adventure you may, after chanting for thirty (30) seconds, nominate a target and as long as you keep chant you may call DISARM or REPEL at any enemy who tries to prevent you from attacking your target.
XP Cost: 13
Prerequisite: Open A Hole
After chanting for fifteen (15) seconds, you may call TAUNT at range.
XP Cost: 5
Prerequisite: None
After chanting for twenty (20) seconds, you may call STUN at range.
XP Cost: 7
Prerequisite: None
After chanting for ten (10) seconds, you may call EXPOSE at range; then you must take the effects of an EXPOSE call on yourself.
XP Cost: 5
Prerequisite: None
After chanting for sixty (60) seconds, you gain an insight into where the most interesting in the local area can be found. Note that this does not take into account the safety of any nearby interests.
XP Cost: 7
Prerequisite: None
After chanting for forty (40) seconds, you may call RESIST to any call made on you so long as you remain solely focused on one non-combat task (e.g. solving a puzzle).
XP Cost: 5
Prerequisite: Stunning Presence
After chanting for twenty (20) seconds, you may call MASS EXPOSE; when you do this, you must take the EXPOSE effect on yourself.
XP Cost: 8
Prerequisite: Shared Fascination
Three (3) times per adventure, after sixty (60) seconds of chanting, you may amplify the emotions of a small group nearby. When this is used in combat, you may call BLAST ENRAGE.
XP Cost: 11
Prerequisite: None
After ten (10) seconds of chanting, you may call MUTE at range.
XP Cost: 3
Prerequisite: None
After twenty (20) seconds of chanting, you may call EXPOSE at range.
XP Cost: 4
Prerequisite: None
After fifteen (15) seconds of chanting, you may call HEAL 5 at range.
XP Cost: 5
Prerequisite: None
After sixty (60) seconds of chanting, you may change the attitude of a non-hostile animal to friendly, and biddable.
XP Cost: 6
Prerequisite: None
After ten (10) seconds of chanting, you may call BACKSTAB ENRAGE. This may only be called on the same target once per encounter.
XP Cost: 7
Prerequisite: Fatal Flaw
After fifteen (15) seconds of chanting, you may call MASS HEAL 3.
XP Cost: 8
Prerequisite: Regrowth
Two (2) times per adventure, you may chant for thirty (30) seconds, and then every five (5) seconds of chanting after that you may either call STABILISE, or HEAL FULL (though the latter may be only called once for each player in the encounter).
XP Cost: 15
Prerequisite: A Ripe Bounty
Three (3) times per adventure, you may petition your god for a boon. Inform the GM that you are doing this, and they will inform you what happens (usually this takes the form of a few appropriate calls for the encounter).
XP Cost: 6
Prerequisite: None
One (1) time per adventure, you may borrow some part of your god's power to create a miraculous effect within their purview. This will usually be a local, or temporary effect: powerful, but not world shaking. Tell the GM what effect you would like to achieve, and they will inform you of the outcome.
XP Cost: 8
Prerequisite: None
One (1) time per adventure, you may channel the power of your god through you with full force to create incredible effects. The magnitude of changes here are basically limited by the power of the god themselves, though be warned that trying to wield too much of a god's power is often very bad for the lifespan of mortals. Tell the GM what effect you would like to achieve, and they will inform you of the outcome.
XP Cost: 15
Prerequisite: Miracle