This is the complete list of Faith Powers, use filters to refine your search, or see the following pages for pre-filter tables:
Spell Name | Publish | ID | Domain | Path | Discipline | Tier | Difficulty | Archetype | Use | Range | Description | Archetype Detail | Class Restriction |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Faith | yes | 1 | Divine | Holy | Prayer | 0 | 0 | Prayer | varies | self | Immediately increases Holy Faith based on the casting time used: • instant cast = +1 Holy Faith • action cast = +2 Holy Faith • whole turn cast or 30 seconds uninterupted out of combat = +3 Holy Faith |
Prayer Holy Faith powers that are always available and do not require the caster to have any Holy Faith • Unless otherwise stated, they do not require difficulty rolls or casting rolls and therefore cannot critically cast or fail • Prayers can typically only be used once per battle or once per day (outside of combat) |
Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Agreement | yes | 2 | Divine | Holy | Prayer | 0 | 0 | Prayer | reaction | 15 | Use during a target ally's turn prior to them making a hit/cast roll or stat test/roll-off • Grants 2x the Casters current Holy Faith as +hit/cast or 0.5x the casters current Holy Faith as Advantage on a stat based roll |
Prayer Holy Faith powers that are always available and do not require the caster to have any Holy Faith • Unless otherwise stated, they do not require difficulty rolls or casting rolls and therefore cannot critically cast or fail • Prayers can typically only be used once per battle or once per day (outside of combat) |
Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Fervor | yes | 3 | Divine | Holy | Prayer | 0 | 0 | Prayer | instant | self | Consumes Holy Faith to grant combat bonuses on the next 'strike', 'shot' or unarmed attack • +10 to hit/cast and +5% crit for every point of Holy Faith consumed • also grants +2 fury/vigor/spirit per point of Holy Faith consumed |
Prayer Holy Faith powers that are always available and do not require the caster to have any Holy Faith • Unless otherwise stated, they do not require difficulty rolls or casting rolls and therefore cannot critically cast or fail • Prayers can typically only be used once per battle or once per day (outside of combat) |
Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Discernment | yes | 4 | Divine | Holy | Prayer | 0 | 0 | Prayer | instant or action | 15 | If the caster passes a Holy Faith test they detect all Faith based buffs, enhancements, and effects within 15" • if used as an action also has a limited ability to detect lies or other hidden motives (roll vs Holy Resistance) • Can be used more than once per day/battle if consuming 1 Holy Faith each time |
Prayer Holy Faith powers that are always available and do not require the caster to have any Holy Faith • Unless otherwise stated, they do not require difficulty rolls or casting rolls and therefore cannot critically cast or fail • Prayers can typically only be used once per battle or once per day (outside of combat) |
Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Thanksgiving | yes | 5 | Divine | Holy | Prayer | 0 | 0 | Prayer | varies | self | The next Holy Faith power used does not require the caster to have enough Holy Faith (or even any at all). Caster must still roll Difficulty and can gain or lose Holy Faith as normal. The higher the Difficulty the longer the prayer: • Difficulty 10-13 = instant or reaction cast • Difficulty 14-17 = action cast • Difficulty 18-21 = whole turn cast or 30 seconds uninterupted out of combat • Difficulty 22+ = 1 full round of uninterrupted casting time or 1 minute uninterupted out of combat |
Prayer Holy Faith powers that are always available and do not require the caster to have any Holy Faith • Unless otherwise stated, they do not require difficulty rolls or casting rolls and therefore cannot critically cast or fail • Prayers can typically only be used once per battle or once per day (outside of combat) |
Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Smiting | yes | 6 | Divine | Holy | Prayer | 0 | 0 | Prayer | action | 15 | Requires a casting roll. Single target, no LOS required but must be aware if the target, 1d4 damage +0.5 per current Holy Faith. If sucessfully causing damage grants +1 Holy Faith | Prayer Holy Faith powers that are always available and do not require the caster to have any Holy Faith • Unless otherwise stated, they do not require difficulty rolls or casting rolls and therefore cannot critically cast or fail • Prayers can typically only be used once per battle or once per day (outside of combat) |
Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Healing Touch | yes | 7 | Divine | Holy | Healing | 1 | Healing | action | melee | Heals 5 HP per Tier | Healing Powers with direct healing or temporary HP capabilities • LoS required • add spell power modifiers as increased healing • critical cast results in double the healing value |
Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid | |
Remove Curse | yes | 8 | Divine | Holy | Healing | 1 | Dispel | instant or action | 20 | removes curses, corrupted blessings, omens, or spirit based hex powers, using resistance equal to 7x the Tier of the caster of the effect • add 10 Difficulty for each additional target within range • can also dispel/shatter one demonic based enchant/crafting |
Dispel |
Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid | |
Cure Ailment | yes | 9 | Divine | Holy | Healing | 1 | Dispel | instant or action | 20 | removes targeted negative/harmful persistent faith or spirit effects, using resistance equal to 12x the Tier of the caster of the effect • if the effect is a disease, DOT, or plague power, use resistance equal to 7x the Tier of the caster of the effect • add 10 Difficulty for each additional targeted effect within range • can also remove poisons, using resistance equal to 20x the rank of the poison |
Dispel |
Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid | |
Minor Heal | yes | 10 | Divine | Holy | Healing | 2 | 11 | Healing | action | 20 | 1d12 HP +1/level of target | Healing Powers with direct healing or temporary HP capabilities • LoS required • add spell power modifiers as increased healing • critical cast results in double the healing value |
Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Regenerate | yes | 11 | Divine | Holy | Healing | 2 | Healing | action | 20 | 1d6HP/round for up to 5 rounds. Can exceed 5 rounds but must distribute extra d6's evenly starting at 1st round. I.e. if cast at difficulty 25 (8 rounds), 1st 3 rounds would heal 2d6, then last two only 1d6. | Healing Powers with direct healing or temporary HP capabilities • LoS required • add spell power modifiers as increased healing • critical cast results in double the healing value |
Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid | |
Major Heal | yes | 12 | Divine | Holy | Healing | 3 | 16 | Healing | action | 20 | 2d12 HP +1 /level of target | Healing Powers with direct healing or temporary HP capabilities • LoS required • add spell power modifiers as increased healing • critical cast results in double the healing value |
Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Mass Healing | yes | 13 | Divine | Holy | Healing | 3 | Healing | action | 20 | 1d12 HP +0.5/level of target, for up to 6 friendlies w/in 20" of caster, roll a single 'hit' roll | Healing Powers with direct healing or temporary HP capabilities • LoS required • add spell power modifiers as increased healing • critical cast results in double the healing value |
Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid | |
Vital Healing | yes | 14 | Divine | Holy | Healing | 4 | 21 | Healing | action | 20 | 3d12 HP +1/level of target | Healing Powers with direct healing or temporary HP capabilities • LoS required • add spell power modifiers as increased healing • critical cast results in double the healing value |
Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Quick Heal | yes | 15 | Divine | Holy | Healing | 5 | 16 | Healing | instant | 20 | 2d8 HP +1 /level of target, instant ability, if using Quick Heal next action cannot be another Heal | Healing Powers with direct healing or temporary HP capabilities • LoS required • add spell power modifiers as increased healing • critical cast results in double the healing value |
Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Healing Font | yes | 16 | Divine | Holy | Healing | 6 | 25 | n/a | action | 20 | temporarily creates a holy receptacle overflowing with healing energies (1" radius), while in (or passing through) area target receives 3d8+10 HP, separate 'hit' roll, 3 charges | n/a | Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Resurrection | yes | 17 | Divine | Holy | Healing | 7 | n/a | action | melee | single target comes back from the dead w/ 1/4 HP/Vigor/Spirit, must not have soul devoured/trapped, difficulty goes up by 1 for every 24h after death | n/a | Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid | |
Health | yes | 18 | Divine | Holy | Blessing | 1 | n/a | instant | 15 | Target gains +10 temporary HP per Tier of caster | n/a | Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid | |
Endurance | yes | 19 | Divine | Holy | Blessing | 1 | 8 | n/a | instant | 15 | regain spirit OR vigor every turn that blessing is active • at a rate between 1 and the Tier of the caster (i.e. Tier4 caster = 1d4 Vigor/Spirit) |
n/a | Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Altruism | yes | 20 | Divine | Holy | Blessing | 2 | 11 | n/a | instant | 15 | while active the target may take up to 3 damage/Tier each round that would be dealt to a single target friendly (target can change round to round) | n/a | Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Conviction | yes | 21 | Divine | Holy | Blessing | 2 | 12 | n/a | instant | 15 | +2 Initiative Score per Tier • may re-roll any critical miss/miscast or failed Initiative or Resolve stat roll (must keep second roll) • Faith classes also gain +1 Faith from any successful casting |
n/a | Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Triumph | yes | 22 | Divine | Holy | Blessing | 3 | 14 | n/a | instant | 15 | whenever target lands a killing blow immediately gain 1 Action Point (AP) per Tier • AP can be spent at any time during targets turn • 1AP=free instant, 1AP=free move, 2AP=free action, (max one each) |
n/a | Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Might | yes | 23 | Divine | Holy | Blessing | 3 | 15 | n/a | instant | 15 | non-critical hits do +10% physical damage per Tier (has no effect on Critical hits) | n/a | Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Sanctuary | yes | 24 | Divine | Holy | Blessing | 4 | n/a | instant | 15 | +5 Demonic Resistance per Tier of caster | n/a | Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid | |
Meekness | yes | 25 | Divine | Holy | Blessing | 4 | 14 | n/a | instant | 15 | 30% +10% per Tier chance that enemies will not attack the target unless it is the only reasonable target • when self cast may also hide even when in LOS |
n/a | Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Righteousness | yes | 26 | Divine | Holy | Blessing | 5 | 15 | n/a | instant | 15 | all holy damage is increased by 1/Tier • also allows target to change/reactivate an oath/virtue (once/battle only) |
n/a | Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Grace | yes | 27 | Divine | Holy | Blessing | 6 | 20 | n/a | instant | 15 | any blow that would drop the target below zero HP has a 30% +10% per Tier chance to instead only puts the target at zero | n/a | Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Rebirth | yes | 28 | Divine | Holy | Blessing | 7 | 29 | n/a | instant | 15 | If killed in battle will be revived after 1 round (consuming the blessing) at 1/4 HP/Spirit/Vigor, cannot have soul devoured/trapped | n/a | Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Redirection | yes | 29 | Divine | Holy | Protection | 1 | 8 | n/a | instant | 10 | forces target to move its focus to another target, once per target, if redirected to caster gain +1 Faith or 1d6HP next time they damage the caster • cannot be used to override Taunt effects |
n/a | Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Heavenly Shield | yes | 30 | Divine | Holy | Protection | 1 | Shield | instant | 10 | creates a 1d8 damage shield (all types) on target, incoming damage from demonic powers is reduced by 0.5/level before effecting shield | Shield |
Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid | |
Divine Ward | yes | 31 | Divine | Holy | Protection | 2 | 12 | n/a | instant | 10 | places a ward on the caster or an individual party member that lasts for up to one day (cannot be dispelled) • the ward can be consumed at any time (even after an enemy rolls to hit) to add 15 to any resistance which can potentially turn a hit into a miss • if consuming the ward successfully prevents an attack the warded target is healed for 2d6 (this heal can not crit in any way) • only one Divine Ward per caster can be in play at any given time • once consumed Divine Ward may be recast |
n/a | Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Heavenly Favor (Priest) | yes | 32 | Divine | Holy | Protection | 2 | 13 | n/a | instant | self | Priest only: +15 AC and +10 to all resistances, lasts until losing at least 1 Faith by any means | n/a | Priest |
Heavenly Favor (Cleric) | yes | 33 | Divine | Holy | Protection | 2 | 13 | n/a | instant | self | Cleric only: increases currently active Defensive Stance by one rank (even if that rank is not yet available to the Cleric) • if already using Matchless Defensive Stance instead grants Divine Defensive Stance (+12 AC/-6 physical damage taken, if block/parry gain +30% crit on next attack, lasts for duration of battle or until changing stances) |
n/a | Cleric |
Heavenly Favor (Shaolin) | yes | 34 | Divine | Holy | Protection | 2 | 13 | n/a | instant | self | Shaolin only: grants immunity to Focus reduction for 2 full rounds | n/a | Shaolin |
Heavenly Favor (Paladin) | yes | 35 | Divine | Holy | Protection | 2 | 13 | n/a | instant | self | Paladin only: immediately gain one code stack of your choice if successfully armor saving an attack • can not occur more than once per round, lasts until losing at least 1 Faith by any means |
n/a | Paladin |
Heavenly Favor (Zealot) | yes | 36 | Divine | Holy | Protection | 2 | 13 | n/a | instant | self | Zealot only: gain an additional +1 fury each time you take damage, lasts until losing at least 1 Faith by any means | n/a | Zealot |
Heavenly Favor (Druid) | yes | 37 | Divine | Holy | Protection | 2 | 13 | n/a | instant | self | Druid: reduce incoming damage by 1d6 and convert it into Spirit, lasts until losing at least 1 Faith by any means | n/a | Druid |
Heavenly Favor (Monk) | yes | 38 | Divine | Holy | Protection | 2 | 13 | n/a | instant | self | Monk: gain a bonus +4 Stealth that cannot be removed in anyway, lasts until losing at least 1 Faith by any means | n/a | Monk |
Guardian Angel | yes | 39 | Divine | Holy | Protection | 2 | Ally | action (uninterrupted) or 1 minute | 10 | Beginning at the start of the targets next turn, if the targets health drops below 25% (or is already below 25%) a guardian angel of equal level will take physical form and immediately assist them (see CoC: Guardian Angel for Types), angel remains in play even if original caster is killed but despawns if its charge is slain UNDER DEVELOPMENT | Ally |
Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid | |
Holy Mark | yes | 40 | Divine | Holy | Protection | 3 | 13 | n/a | instant | 15 | The mark burns with holy fire upon the targets flesh for the duration of battle, inflicting 1 damage per round, but preventing ALL non-damage demonic effects (i.e. target cannot be possessed/turned into undead, immune to curse, disease, etc...), treat as a Buff (can be dispelled by Corruption) | n/a | Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Confusion | yes | 41 | Divine | Holy | Protection | 3 | 18 | n/a | reaction | 10 | Confuses an opponent when they are attempting to cast a spirit or faith power, or attempting to pass any kind of Intellect or Wisdom test. If failing to resist, the confused targets fails their attemtp and can instead only take a regular attack action against a random target during their turn, moving to do so if required. | n/a | Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Divine Force | yes | 42 | Divine | Holy | Protection | 4 | 20 | n/a | action | 10 | All targets in a frontal arc and less than 10" away are pushed directly back 10" from caster | n/a | Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Infusion | yes | 43 | Divine | Holy | Protection | 5 | 20 | n/a | action | 10 | Grants the targets choice of (double effects if self cast): • gain 10% of max Vigor, Spirit, or Fury • gain 1d4+1 Focus • gain 1 Code stack • gain 1d6+4 Stealth |
n/a | Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Heavenly Aegis | yes | 44 | Divine | Holy | Protection | 6 | 26 | n/a | action | 10 | Target becomes immune to all damage for 1d4 rounds. On a crit, add +2 rounds. Only 1 Heavenly Aegis can be present on a battlefield at any time. | n/a | Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Miraculous Recovery | yes | 45 | Divine | Holy | Protection | 7 | 29 | n/a | action | 10 | Target that has suffered fatal or critical injuries is returned to 0 HP with no permanent effects of any kind, must be used within 1 round of death/injury | n/a | Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Radiance | yes | 46 | Divine | Holy | Invocation | 1 | 7 | Missile | instant / action | self / 15 | Creates a halo of radiant light around the casters head for up to 1 hour that illuminates similar to a torch, even in magical or unnatural darkness. The caster can consume the effect for an action, sending a radiant LoS projectile up to 15" and inflicting 1d10 holy damage. If cast as a Difficulty 3 power, it can be cast directly into the projectile version as an action without the instant radiant halo effect. | Missile Magical projectile based power that has solid/physical form and therefore can be blocked with a conventional shield • requires LOS and cannot cast on targets in base contact with the caster • Target can add dodge to resistance roll |
Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Intervention | yes | 47 | Divine | Holy | Invocation | 2 | Ally | action (uninterrupted) or 1 minute | 15 | temporarily summons an Angel ally to aid you and your allies, does not leave if caster or allies are unconscious or sleeping UNDER DEVELOPMENT | Ally |
Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid | |
Retribution | yes | 48 | Divine | Holy | Invocation | 2 | 13 | Burst | action | 15 | single target, no LOS required, 3d6 damage, +1% crit per level | Burst |
Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Repentance | yes | 49 | Divine | Holy | Invocation | 3 | n/a | action | 15 | single target is rendered inactive for one round per Tier, damage will break Repentance, target cannot have taken damage that turn | n/a | Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid | |
Reaping | yes | 50 | Divine | Holy | Invocation | 3 | 16 | n/a | action | 15 | single target, the next time that target deals damage they take the same damage as well (as auto Holy damage) • if it is AoE damage they take the sum of damage done to one target per tier, from lowest to highest |
n/a | Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Judgement | yes | 51 | Divine | Holy | Invocation | 4 | 19 | n/a | action | 15 | all attacks on a single target do max damage for one round | n/a | Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Damnation | yes | 52 | Divine | Holy | Invocation | 4 | 23 | n/a | action | 15 | single target, no LOS required, 3d10+10 damage, humanoids only | n/a | Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Wrath | yes | 53 | Divine | Holy | Invocation | 5 | n/a | action | 15 | all enemies within 15" of caster take 1d8+2 damage, single hit roll, difficulty based on number of targets, GM & PC discretion on which targets included | n/a | Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid | |
Freedom | yes | 54 | Divine | Holy | Invocation | 5 | 23 | n/a | action | 15 | automatically removes any and all negative effects on a single target | n/a | Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Sanctification | yes | 55 | Divine | Holy | Invocation | 6 | 25 | n/a | action | 15 | all enemies within 4" radius of target (no LOS req) take 2d10 damage • remains in play so long as Faith >= 15 • single hit roll each round |
n/a | Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Death | yes | 56 | Divine | Holy | Invocation | 7 | 30 | n/a | action | 15 | instantly kills a single living target but drains the caster of the equivalent amount of HP | n/a | Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Exorcise | yes | 57 | Divine | Holy | Exorcism | 1 | n/a | action | 10 | removes a demon/demonic influence from the target forcing it to flee or take physical form • can also be used to remove one demonic enchant/crafting |
n/a | Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid | |
Bind Evil | yes | 58 | Divine | Holy | Exorcism | 1 | 8 | n/a | action | 10 | single target, must be inherently evil, no LOS req, target chooses either to take 2d6 damage or to be immobilized for 1 round • 10% chance per Tier to do both, may add current honor or fury (up to current level) to increase success chance |
n/a | Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Rebuke Evil | yes | 59 | Divine | Holy | Exorcism | 2 | 11 | n/a | action | 10 | single target, must be inherently evil no LOS req, target chooses either to take 3d6 damage or flee directly away from caster at 2x movement during their next turn • 15% chance per Tier to do both, may add current honor or fury (up to current level) to increase success chance |
n/a | Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Silence Evil | yes | 60 | Divine | Holy | Exorcism | 3 | 14 | n/a | action | 10 | single target, must be inherently evil, no LOS req, target chooses either to take 4d6 dam or cannot use any demonic powers/skills on their next turn • 20% chance per Tier to do both, may add current honor or fury (up to current level) to increase success chance |
n/a | Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Holy Fire | yes | 61 | Divine | Holy | Exorcism | 3 | 15 | n/a | instant | 10 | up to six targets, distribute 6d6 counters, each counter ticks for one damage per round for rounds equal to the number rolled, separate hit rolls,can re-cast on the same target to add addition dice | n/a | Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Holy Ground | yes | 62 | Divine | Holy | Exorcism | 4 | 17 | n/a | action | self | 3" radius, no demon/undead can enter, if inside they immediately take 3d8 damage and must move out, single hit roll, lasts until caster moves/takes action | n/a | Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Sacred Strike | yes | 63 | Divine | Holy | Exorcism | 4 | 15 | Strike | action | melee | Strike type attack that adds +2d6 (holy) damage to regular weapon damage or an unarmed Focus attack, also has a 50% chance of causing target to do minimum damage on their next turn • treat similar to a Spirit Strike Power |
Strike Adds faith based damage/effects onto a regular main hand melee attack or Focus skill, and counts as a 'strike'. See Combat rules for Combined Attacks. Strike powers do allow for a regular off-hand attack if dual wielding, but the off-hand attack cannot be a Spirit/Faith power or Focus skill • if a Strike is used while unarmed (non-Focus) it is assumed that a basic fist attack is made (i.e. a 1 damage physical attack) |
Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Divine Bolt | yes | 64 | Divine | Holy | Exorcism | 4 | 18 | Missile | action | 10 | Missile type attack, 3d10+6 damage, if it strikes a killing blow it heals the caster an amount equal to their current level of Faith • treat similar to a Spirit Missile Power |
Missile Magical projectile based power that has solid/physical form and therefore can be blocked with a conventional shield • requires LOS and cannot cast on targets in base contact with the caster • Target can add dodge to resistance roll |
Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Hand of Faith | yes | 65 | Divine | Holy | Exorcism | 5 | Imbue | instant | self | next strike or unarmed attack on a demon/undead/inherently-evil target is imbued with Holy Damage = the additonal Difficulty of the power • treat similar to a Spirit Imbue archetype, except that the holy damage portion of the attack is still inflicted, even if the physical portion is armor-saved |
Imbue |
Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid | |
Divine Presence | yes | 66 | Divine | Holy | Exorcism | 6 | 23 | n/a | instant | 10 | all demonic/undead/inherently-evil targets within 10" of caster suffer -25 to hit • lasts for duration of battle or until caster fails a faith difficulty roll |
n/a | Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Purge Evil | yes | 67 | Divine | Holy | Exorcism | 7 | 28 | n/a | action | 10 | instantly kills a single demon/undead/inherently-evil target but drains the caster of the equivalent amount of HP | n/a | Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Supplication | yes | 68 | Hell | Demonic | Ritual | 0 | 0 | Ritual | action | self | Ritual can be used once per battle or once per hour outside of combat • immediately grants +1 Demonic Faith but cannot be used if Demonic Faith is currently higher than 3 |
Ritual Faith powers that are always available and do not typically require a difficulty roll (unless otherwise stated) • No casting roll and therfore no critical cast or critical fail allowed • requires 1-2 minutes of uninterrupted casting time outside of combat • if a ritual is cast as an action during combat the effects occur at the start of the casters next turn, provided they were not interupted • caster is vulnerable for the duration of the ritual |
Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Blood | yes | 69 | Hell | Demonic | Ritual | 0 | 0 | Ritual | action | self | Ritual can be used once per day and requires the ritual killing of a living being • grants 1d6 Demonic Faith for 2nd Creation (i.e. Beast) • grants 2d6 Demonic Faith for 3rd Creation (i.e. anything with a Soul) • grants 3d6 Demonic Faith for 1st Creation (i.e. angelic being) |
Ritual Faith powers that are always available and do not typically require a difficulty roll (unless otherwise stated) • No casting roll and therfore no critical cast or critical fail allowed • requires 1-2 minutes of uninterrupted casting time outside of combat • if a ritual is cast as an action during combat the effects occur at the start of the casters next turn, provided they were not interupted • caster is vulnerable for the duration of the ritual |
Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Fanaticism | yes | 70 | Hell | Demonic | Ritual | 0 | 0 | Ritual | action | self | Ritual can be used once per day and requires the caster to self-inflict 1d6 physical damage and consume Demonic Faith • caster gains 1 Toughness for every 2 Demonic Faith consumed (up to a maximum of 5 Toughness) for 1 hour or 1 battle • caster gains +1 Fury any time the Toughness effect negates any damage |
Ritual Faith powers that are always available and do not typically require a difficulty roll (unless otherwise stated) • No casting roll and therfore no critical cast or critical fail allowed • requires 1-2 minutes of uninterrupted casting time outside of combat • if a ritual is cast as an action during combat the effects occur at the start of the casters next turn, provided they were not interupted • caster is vulnerable for the duration of the ritual |
Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Scrying | yes | 71 | Hell | Demonic | Ritual | 0 | 0 | Ritual | action | 15 | Ritual can be used an unlimited number of times each day but consumes 1 Demonic Faith and then requires the caster to pass a Demonic Faith test each time it is used • requires a medium which may or may not be consumed (crystal ball, mirror, bowl of liquid, tarot cards, tea leaves, entrails, etc...) • detects all Faith based buffs, enhancements, and effects within 15" • can also be used to see a representation of possible past, present, or future events regarding a target object or creature over long distances |
Ritual Faith powers that are always available and do not typically require a difficulty roll (unless otherwise stated) • No casting roll and therfore no critical cast or critical fail allowed • requires 1-2 minutes of uninterrupted casting time outside of combat • if a ritual is cast as an action during combat the effects occur at the start of the casters next turn, provided they were not interupted • caster is vulnerable for the duration of the ritual |
Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Appeasement | yes | 72 | Hell | Demonic | Ritual | 0 | 0 | Ritual | action | self | Ritual may be used an unlimited number of times each day but requires the caster to have done something to please the particular demonic entity they are attempting to appease each time. The next demonic Demonic Faith power used does not require the caster to have enough Demonic Faith (or even any at all). Caster must still roll Difficulty and can gain or loss Demonic Faith as normal. | Ritual Faith powers that are always available and do not typically require a difficulty roll (unless otherwise stated) • No casting roll and therfore no critical cast or critical fail allowed • requires 1-2 minutes of uninterrupted casting time outside of combat • if a ritual is cast as an action during combat the effects occur at the start of the casters next turn, provided they were not interupted • caster is vulnerable for the duration of the ritual |
Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Pain | yes | 73 | Hell | Demonic | Ritual | 0 | 0 | Ritual | action | unlimited | Ritual can be used an unlimited number of times each day but consumes Demonic Faith and then requires the caster to pass a Demonic Faith test each time it is used • requires an crude effigy (i.e. voodoo doll) which is inflicted with some some form of violence • no LoS or range requirements, but target must be in the same realm/plane of existence • caster must be able to picture the target in their mind • requires a casting roll and inflicts Demonic damage equal to between 1 and half your current Demonic Faith (i.e. max 1d10) • If sucessfully causing damage grants +1 Demonic Faith |
Ritual Faith powers that are always available and do not typically require a difficulty roll (unless otherwise stated) • No casting roll and therfore no critical cast or critical fail allowed • requires 1-2 minutes of uninterrupted casting time outside of combat • if a ritual is cast as an action during combat the effects occur at the start of the casters next turn, provided they were not interupted • caster is vulnerable for the duration of the ritual |
Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Drain Life | yes | 74 | Hell | Demonic | Corruption | 1 | n/a | action | 15 | LoS required, steal 1d8 HP or Spirit per Tier of the power from any one target and give it to any other target within range. | n/a | Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid | |
Withering Touch | yes | 75 | Hell | Demonic | Corruption | 1 | Shock | instant or action | melee | If used as an instant, then next strike, shot or unarmed attack does +2 damage and causes all damage from the attack to be demonic • If used as an action, treat as a Shock power that inflicts 1d6+1d4+2 demonic damage as an unarmed attack, (I.e. must have one free hand with no weapon in it) • Can be combined with an unarmed Focus skill, but this doubles the Difficulty |
Shock |
Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid | |
Corrupt Power | yes | 76 | Hell | Demonic | Corruption | 1 | Dispel | instant or action | 15 | Corrupts a single known persistent beneficial faith power or effect causing its effects to be the opposite of what is intended • if opposite effects are impractical or ambiguous simply negate the blessing, aspect, omen, or buff (cannot cast higher than own level) • use resistance equal to 10x the Tier of the caster of the effect • can instead dispel one virtue or oath, using resistance equal to 10x the Tier of the target • can also be used to dispel/shatter one holy or psionic based enchant/crafting |
Dispel |
Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid | |
Ruinous Bolt | yes | 77 | Hell | Demonic | Corruption | 2 | 11 | Missile | action | 15 | single target, missile type attack, 2d6+1 damage, 10% chance of causing next attack on target to auto-crit | Missile Magical projectile based power that has solid/physical form and therefore can be blocked with a conventional shield • requires LOS and cannot cast on targets in base contact with the caster • Target can add dodge to resistance roll |
Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Defilement | yes | 78 | Hell | Demonic | Corruption | 2 | Hex | action | 15 | For the duration any healing effect used on the target instead inflicts an equivalent amount of damage • if the target uses a reaction to consume Defilement they immediately lose 25% of their current HP • if the caster uses a reaction to consumed by the caster this drops to only 10% |
Hex |
Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid | |
Demonic Frenzy | yes | 79 | Hell | Demonic | Corruption | 3 | 15 | n/a | instant | 15 | activate highest ranking Frenzy of target (for appropriate fury cost), instantly maxing out the ability, but still lasting full duration • if target does not have Frenzy then grants +3 hit and +3 damage for 3 rounds |
n/a | Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Sinful Strike | yes | 80 | Hell | Demonic | Corruption | 3 | 14 | Strike | action | melee | A regular melee attack, that adds +1d8 demonic damage and also removes that amount of Faith from the target if applicable | Strike Adds faith based damage/effects onto a regular main hand melee attack or Focus skill, and counts as a 'strike'. See Combat rules for Combined Attacks. Strike powers do allow for a regular off-hand attack if dual wielding, but the off-hand attack cannot be a Spirit/Faith power or Focus skill • if a Strike is used while unarmed (non-Focus) it is assumed that a basic fist attack is made (i.e. a 1 damage physical attack) |
Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Decay | yes | 81 | Hell | Demonic | Corruption | 4 | 23 | Storm | action | 15 | radius 3", LOS required, 3d8 damage, no dodge allowed, single hit roll • persists for multiple rounds, but loses 1d8 each time (i.e. 2d8 on next round, then 1d8 on final round) |
Storm |
Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Dread Strength | yes | 82 | Hell | Demonic | Corruption | 5 | 19 | n/a | instant | 15 | while active grants +5 advantage on Strength Stat test or stat roll-offs and gain +5 damage (all types). Lasts for 1 day or up to six rounds in combat • upon dispel or end of duration inflicts 2d12+3 demonic damage to the target |
n/a | Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Affliction | yes | 83 | Hell | Demonic | Corruption | 6 | 21 | Burst | action | 15 | The body of a single living target within range is afflicted with wracking pains, causing 2d12+6 damage. The next time they make any stat test or stat-roll off they are at -5 disadvantage and if failing take an additional 1d12 damage. | Burst |
Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Siphon Life | yes | 84 | Hell | Demonic | Corruption | 7 | 27 | n/a | action | 15 | removes 25% of the targets and casters max HP each round until the target or caster is dead • the damage done to the target can be transferred as HP to any other target within range (including the caster) • living targets only • can be dispelled in subsequent rounds |
n/a | Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Control | yes | 85 | Hell | Demonic | Curse | 1 | Curse | instant | 15 | control target for one move/instant/action per level of caster (during targets own turn) • for each Difficulty over the base ten, one Difficulty per move/instant/reaction, two Difficulty per action, damage breaks, if caster is slain/knocked out controlled target does nothing • On a miscast, caster is controlled for the same duration, typically meaning they do nothing, though possibly meaning they are controlled by demonic forces |
Curse Curses are single target powers that last for the duration of the battle but can be resisted in subsequent rounds, which would cancel the effect • only one of each Curse per caster can be active at any time on the battlefield • Curses do not require LOS, however the caster must have seen the target at least once during the battle (or otherwise be aware of their presence) • Critical Cast: prevents resisting in subsequent rounds meaning that the curse will remain until dispelled or removed by other means • Miscast: the Curse is automatically applied to the caster, turn immediately ends, caster is Vulnerable until start of next turn • If self cast, in subsequent turns they can re-cast the curse (pass a difficulty test) to transfer it to another target (treat as casting normally). |
Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid | |
Torment | yes | 86 | Hell | Demonic | Curse | 1 | 10 | Curse | instant | 15 | target must choose to move full distance in a random direction or take 2d4 damage | Curse Curses are single target powers that last for the duration of the battle but can be resisted in subsequent rounds, which would cancel the effect • only one of each Curse per caster can be active at any time on the battlefield • Curses do not require LOS, however the caster must have seen the target at least once during the battle (or otherwise be aware of their presence) • Critical Cast: prevents resisting in subsequent rounds meaning that the curse will remain until dispelled or removed by other means • Miscast: the Curse is automatically applied to the caster, turn immediately ends, caster is Vulnerable until start of next turn • If self cast, in subsequent turns they can re-cast the curse (pass a difficulty test) to transfer it to another target (treat as casting normally). |
Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Lethargy | yes | 87 | Hell | Demonic | Curse | 2 | 10 | Curse | instant | 15 | -1 movement & -1 per Tier Initiative Score • also lose Spirit, Fury, and Vigor every turn that curse is active • at a rate between 1 and the Tier of the caster (i.e. Tier4 caster = 1d4 Spirit/Fury/Vigor) |
Curse Curses are single target powers that last for the duration of the battle but can be resisted in subsequent rounds, which would cancel the effect • only one of each Curse per caster can be active at any time on the battlefield • Curses do not require LOS, however the caster must have seen the target at least once during the battle (or otherwise be aware of their presence) • Critical Cast: prevents resisting in subsequent rounds meaning that the curse will remain until dispelled or removed by other means • Miscast: the Curse is automatically applied to the caster, turn immediately ends, caster is Vulnerable until start of next turn • If self cast, in subsequent turns they can re-cast the curse (pass a difficulty test) to transfer it to another target (treat as casting normally). |
Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Unbelief | yes | 88 | Hell | Demonic | Curse | 2 | 10 | Curse | instant | 15 | target becomes immune to any beneficial Holy, Primal, or Psionic faith powers for the duration and any existing beneficial Holy, Primal, or Psionic powers already active on that target are immediately removed • if the target is a Faith class, all Faith Powers suffer +1 Difficulty |
Curse Curses are single target powers that last for the duration of the battle but can be resisted in subsequent rounds, which would cancel the effect • only one of each Curse per caster can be active at any time on the battlefield • Curses do not require LOS, however the caster must have seen the target at least once during the battle (or otherwise be aware of their presence) • Critical Cast: prevents resisting in subsequent rounds meaning that the curse will remain until dispelled or removed by other means • Miscast: the Curse is automatically applied to the caster, turn immediately ends, caster is Vulnerable until start of next turn • If self cast, in subsequent turns they can re-cast the curse (pass a difficulty test) to transfer it to another target (treat as casting normally). |
Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Myopia | yes | 89 | Hell | Demonic | Curse | 3 | 12 | Curse | instant | 15 | target cannot use ranged attacks, powers, or any other kind of ranged Primary Skill | Curse Curses are single target powers that last for the duration of the battle but can be resisted in subsequent rounds, which would cancel the effect • only one of each Curse per caster can be active at any time on the battlefield • Curses do not require LOS, however the caster must have seen the target at least once during the battle (or otherwise be aware of their presence) • Critical Cast: prevents resisting in subsequent rounds meaning that the curse will remain until dispelled or removed by other means • Miscast: the Curse is automatically applied to the caster, turn immediately ends, caster is Vulnerable until start of next turn • If self cast, in subsequent turns they can re-cast the curse (pass a difficulty test) to transfer it to another target (treat as casting normally). |
Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Weakness | yes | 90 | Hell | Demonic | Curse | 3 | 13 | Curse | instant | 15 | target always does minimum physical damage | Curse Curses are single target powers that last for the duration of the battle but can be resisted in subsequent rounds, which would cancel the effect • only one of each Curse per caster can be active at any time on the battlefield • Curses do not require LOS, however the caster must have seen the target at least once during the battle (or otherwise be aware of their presence) • Critical Cast: prevents resisting in subsequent rounds meaning that the curse will remain until dispelled or removed by other means • Miscast: the Curse is automatically applied to the caster, turn immediately ends, caster is Vulnerable until start of next turn • If self cast, in subsequent turns they can re-cast the curse (pass a difficulty test) to transfer it to another target (treat as casting normally). |
Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Pride | yes | 91 | Hell | Demonic | Curse | 4 | 16 | Curse | instant | 15 | target may not use any Primary Skills unless they suffered damage equal to or greater than their current Level in the turn prior to their own | Curse Curses are single target powers that last for the duration of the battle but can be resisted in subsequent rounds, which would cancel the effect • only one of each Curse per caster can be active at any time on the battlefield • Curses do not require LOS, however the caster must have seen the target at least once during the battle (or otherwise be aware of their presence) • Critical Cast: prevents resisting in subsequent rounds meaning that the curse will remain until dispelled or removed by other means • Miscast: the Curse is automatically applied to the caster, turn immediately ends, caster is Vulnerable until start of next turn • If self cast, in subsequent turns they can re-cast the curse (pass a difficulty test) to transfer it to another target (treat as casting normally). |
Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Calamity | yes | 92 | Hell | Demonic | Curse | 4 | 17 | Curse | instant | 15 | +2 Initiative Score per Tier • may re-roll any critical miss/miscast or failed Initiative or Resolve stat roll (must keep second roll) • Faith classes also gain +1 Faith from any successful casting |
Curse Curses are single target powers that last for the duration of the battle but can be resisted in subsequent rounds, which would cancel the effect • only one of each Curse per caster can be active at any time on the battlefield • Curses do not require LOS, however the caster must have seen the target at least once during the battle (or otherwise be aware of their presence) • Critical Cast: prevents resisting in subsequent rounds meaning that the curse will remain until dispelled or removed by other means • Miscast: the Curse is automatically applied to the caster, turn immediately ends, caster is Vulnerable until start of next turn • If self cast, in subsequent turns they can re-cast the curse (pass a difficulty test) to transfer it to another target (treat as casting normally). |
Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Doom | yes | 93 | Hell | Demonic | Curse | 5 | 23 | Curse | instant | 15 | 1d10 damage/round that curse has been active, dealt when the curse ends (removed, stopped by caster or caster killed) | Curse Curses are single target powers that last for the duration of the battle but can be resisted in subsequent rounds, which would cancel the effect • only one of each Curse per caster can be active at any time on the battlefield • Curses do not require LOS, however the caster must have seen the target at least once during the battle (or otherwise be aware of their presence) • Critical Cast: prevents resisting in subsequent rounds meaning that the curse will remain until dispelled or removed by other means • Miscast: the Curse is automatically applied to the caster, turn immediately ends, caster is Vulnerable until start of next turn • If self cast, in subsequent turns they can re-cast the curse (pass a difficulty test) to transfer it to another target (treat as casting normally). |
Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Undeath | yes | 94 | Hell | Demonic | Curse | 6 | 22 | Curse | instant | 15 | when target dies it is immediately reanimated (see: Animate Dead) | Curse Curses are single target powers that last for the duration of the battle but can be resisted in subsequent rounds, which would cancel the effect • only one of each Curse per caster can be active at any time on the battlefield • Curses do not require LOS, however the caster must have seen the target at least once during the battle (or otherwise be aware of their presence) • Critical Cast: prevents resisting in subsequent rounds meaning that the curse will remain until dispelled or removed by other means • Miscast: the Curse is automatically applied to the caster, turn immediately ends, caster is Vulnerable until start of next turn • If self cast, in subsequent turns they can re-cast the curse (pass a difficulty test) to transfer it to another target (treat as casting normally). |
Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Despair | yes | 95 | Hell | Demonic | Curse | 7 | 28 | Curse | instant | 15 | must be cast on target already affected by a curse, gives that curse +50 versus dispelling and causes damage = tier each round | Curse Curses are single target powers that last for the duration of the battle but can be resisted in subsequent rounds, which would cancel the effect • only one of each Curse per caster can be active at any time on the battlefield • Curses do not require LOS, however the caster must have seen the target at least once during the battle (or otherwise be aware of their presence) • Critical Cast: prevents resisting in subsequent rounds meaning that the curse will remain until dispelled or removed by other means • Miscast: the Curse is automatically applied to the caster, turn immediately ends, caster is Vulnerable until start of next turn • If self cast, in subsequent turns they can re-cast the curse (pass a difficulty test) to transfer it to another target (treat as casting normally). |
Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Delirium Plague | yes | 96 | Hell | Demonic | Disease | 1 | Disease | action | 15 | single target, at the start of each subsequent turn inflicts plague to anyone within 3", infected targets must pass a Stamina test each round or they are Slowed (-1 disadvantage per Tier) | Disease Diseases are single target powers, that last until cured or resisted and persist even after combat has ended. The caster is immune to any Disease they cast. When used as a Demonic power, the initial infection (aka casting roll) uses Demonic resistance, however in second and subsequent rounds (or if the Disease is contracted naturally) Diseases use Natural resistance, reduced by 5 per Tier of the Disease. •When outside of combat, at the start of each new day, one Natural resistance attempt can be made (as outlined above). If the disease is not resisted inflict any direct damage and then apply the remaining effects for the entire day. •If joining combat at any point, the heightened adrenaline causes the damage to be inflicted every round until combat ends. This cycle can be repeated indefinitely if the Disease is not cured or resisted. •Critical Cast: the initial round of infection of has double the effects or applies a double round of effects (i.e. Burning Itch reduces defenses by 50 for the first round while Death’s Door effectively requires 1 less round before reducing HP to 1). •Miscast: Disease it is automatically applied to the caster, turn immediately ends, caster is Vulnerable until start of next turn |
Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid | |
Blood Fever | yes | 97 | Hell | Demonic | Disease | 2 | Disease | action | 15 | single target takes 1 damage per level of caster each round | Disease Diseases are single target powers, that last until cured or resisted and persist even after combat has ended. The caster is immune to any Disease they cast. When used as a Demonic power, the initial infection (aka casting roll) uses Demonic resistance, however in second and subsequent rounds (or if the Disease is contracted naturally) Diseases use Natural resistance, reduced by 5 per Tier of the Disease. •When outside of combat, at the start of each new day, one Natural resistance attempt can be made (as outlined above). If the disease is not resisted inflict any direct damage and then apply the remaining effects for the entire day. •If joining combat at any point, the heightened adrenaline causes the damage to be inflicted every round until combat ends. This cycle can be repeated indefinitely if the Disease is not cured or resisted. •Critical Cast: the initial round of infection of has double the effects or applies a double round of effects (i.e. Burning Itch reduces defenses by 50 for the first round while Death’s Door effectively requires 1 less round before reducing HP to 1). •Miscast: Disease it is automatically applied to the caster, turn immediately ends, caster is Vulnerable until start of next turn |
Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid | |
Burning Itch | yes | 98 | Hell | Demonic | Disease | 2 | 12 | Disease | action | 15 | single target has all defenses reduced by 25 | Disease Diseases are single target powers, that last until cured or resisted and persist even after combat has ended. The caster is immune to any Disease they cast. When used as a Demonic power, the initial infection (aka casting roll) uses Demonic resistance, however in second and subsequent rounds (or if the Disease is contracted naturally) Diseases use Natural resistance, reduced by 5 per Tier of the Disease. •When outside of combat, at the start of each new day, one Natural resistance attempt can be made (as outlined above). If the disease is not resisted inflict any direct damage and then apply the remaining effects for the entire day. •If joining combat at any point, the heightened adrenaline causes the damage to be inflicted every round until combat ends. This cycle can be repeated indefinitely if the Disease is not cured or resisted. •Critical Cast: the initial round of infection of has double the effects or applies a double round of effects (i.e. Burning Itch reduces defenses by 50 for the first round while Death’s Door effectively requires 1 less round before reducing HP to 1). •Miscast: Disease it is automatically applied to the caster, turn immediately ends, caster is Vulnerable until start of next turn |
Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Carrion Plague | yes | 99 | Hell | Demonic | Disease | 3 | 14 | Disease | action | 15 | Single target, at the start of each subsequent turn inflicts plague to anyone within 3". Infected targets take 1d10 damage and inflicts plague to anyone within 3" | Disease Diseases are single target powers, that last until cured or resisted and persist even after combat has ended. The caster is immune to any Disease they cast. When used as a Demonic power, the initial infection (aka casting roll) uses Demonic resistance, however in second and subsequent rounds (or if the Disease is contracted naturally) Diseases use Natural resistance, reduced by 5 per Tier of the Disease. •When outside of combat, at the start of each new day, one Natural resistance attempt can be made (as outlined above). If the disease is not resisted inflict any direct damage and then apply the remaining effects for the entire day. •If joining combat at any point, the heightened adrenaline causes the damage to be inflicted every round until combat ends. This cycle can be repeated indefinitely if the Disease is not cured or resisted. •Critical Cast: the initial round of infection of has double the effects or applies a double round of effects (i.e. Burning Itch reduces defenses by 50 for the first round while Death’s Door effectively requires 1 less round before reducing HP to 1). •Miscast: Disease it is automatically applied to the caster, turn immediately ends, caster is Vulnerable until start of next turn |
Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Creeping Rot | yes | 100 | Hell | Demonic | Disease | 3 | 17 | Disease | action | 15 | infects area (radius 3") until cured, while in that area all targets have HP temporarily halved | Disease Diseases are single target powers, that last until cured or resisted and persist even after combat has ended. The caster is immune to any Disease they cast. When used as a Demonic power, the initial infection (aka casting roll) uses Demonic resistance, however in second and subsequent rounds (or if the Disease is contracted naturally) Diseases use Natural resistance, reduced by 5 per Tier of the Disease. •When outside of combat, at the start of each new day, one Natural resistance attempt can be made (as outlined above). If the disease is not resisted inflict any direct damage and then apply the remaining effects for the entire day. •If joining combat at any point, the heightened adrenaline causes the damage to be inflicted every round until combat ends. This cycle can be repeated indefinitely if the Disease is not cured or resisted. •Critical Cast: the initial round of infection of has double the effects or applies a double round of effects (i.e. Burning Itch reduces defenses by 50 for the first round while Death’s Door effectively requires 1 less round before reducing HP to 1). •Miscast: Disease it is automatically applied to the caster, turn immediately ends, caster is Vulnerable until start of next turn |
Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Withering Fever | yes | 101 | Hell | Demonic | Disease | 4 | 17 | Disease | action | 15 | single target takes one damage/round and has all stats reduced by two | Disease Diseases are single target powers, that last until cured or resisted and persist even after combat has ended. The caster is immune to any Disease they cast. When used as a Demonic power, the initial infection (aka casting roll) uses Demonic resistance, however in second and subsequent rounds (or if the Disease is contracted naturally) Diseases use Natural resistance, reduced by 5 per Tier of the Disease. •When outside of combat, at the start of each new day, one Natural resistance attempt can be made (as outlined above). If the disease is not resisted inflict any direct damage and then apply the remaining effects for the entire day. •If joining combat at any point, the heightened adrenaline causes the damage to be inflicted every round until combat ends. This cycle can be repeated indefinitely if the Disease is not cured or resisted. •Critical Cast: the initial round of infection of has double the effects or applies a double round of effects (i.e. Burning Itch reduces defenses by 50 for the first round while Death’s Door effectively requires 1 less round before reducing HP to 1). •Miscast: Disease it is automatically applied to the caster, turn immediately ends, caster is Vulnerable until start of next turn |
Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Blistering Plague | yes | 102 | Hell | Demonic | Disease | 4 | 15 | Disease | action | 15 | Single target, at the start of each subsequent turn inflicts plague to anyone within 3". All attacks against infected targets do +20% damage. | Disease Diseases are single target powers, that last until cured or resisted and persist even after combat has ended. The caster is immune to any Disease they cast. When used as a Demonic power, the initial infection (aka casting roll) uses Demonic resistance, however in second and subsequent rounds (or if the Disease is contracted naturally) Diseases use Natural resistance, reduced by 5 per Tier of the Disease. •When outside of combat, at the start of each new day, one Natural resistance attempt can be made (as outlined above). If the disease is not resisted inflict any direct damage and then apply the remaining effects for the entire day. •If joining combat at any point, the heightened adrenaline causes the damage to be inflicted every round until combat ends. This cycle can be repeated indefinitely if the Disease is not cured or resisted. •Critical Cast: the initial round of infection of has double the effects or applies a double round of effects (i.e. Burning Itch reduces defenses by 50 for the first round while Death’s Door effectively requires 1 less round before reducing HP to 1). •Miscast: Disease it is automatically applied to the caster, turn immediately ends, caster is Vulnerable until start of next turn |
Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Death's Door | yes | 103 | Hell | Demonic | Disease | 5 | 26 | Disease | action | 15 | single target, reduces HP to 1 after six rounds, humanoid only | Disease Diseases are single target powers, that last until cured or resisted and persist even after combat has ended. The caster is immune to any Disease they cast. When used as a Demonic power, the initial infection (aka casting roll) uses Demonic resistance, however in second and subsequent rounds (or if the Disease is contracted naturally) Diseases use Natural resistance, reduced by 5 per Tier of the Disease. •When outside of combat, at the start of each new day, one Natural resistance attempt can be made (as outlined above). If the disease is not resisted inflict any direct damage and then apply the remaining effects for the entire day. •If joining combat at any point, the heightened adrenaline causes the damage to be inflicted every round until combat ends. This cycle can be repeated indefinitely if the Disease is not cured or resisted. •Critical Cast: the initial round of infection of has double the effects or applies a double round of effects (i.e. Burning Itch reduces defenses by 50 for the first round while Death’s Door effectively requires 1 less round before reducing HP to 1). •Miscast: Disease it is automatically applied to the caster, turn immediately ends, caster is Vulnerable until start of next turn |
Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Crypt Rot | yes | 104 | Hell | Demonic | Disease | 5 | 22 | Disease | action | 15 | single target, 1d6 damage per round, if not cured after one day affected areas become permanently rotten | Disease Diseases are single target powers, that last until cured or resisted and persist even after combat has ended. The caster is immune to any Disease they cast. When used as a Demonic power, the initial infection (aka casting roll) uses Demonic resistance, however in second and subsequent rounds (or if the Disease is contracted naturally) Diseases use Natural resistance, reduced by 5 per Tier of the Disease. •When outside of combat, at the start of each new day, one Natural resistance attempt can be made (as outlined above). If the disease is not resisted inflict any direct damage and then apply the remaining effects for the entire day. •If joining combat at any point, the heightened adrenaline causes the damage to be inflicted every round until combat ends. This cycle can be repeated indefinitely if the Disease is not cured or resisted. •Critical Cast: the initial round of infection of has double the effects or applies a double round of effects (i.e. Burning Itch reduces defenses by 50 for the first round while Death’s Door effectively requires 1 less round before reducing HP to 1). •Miscast: Disease it is automatically applied to the caster, turn immediately ends, caster is Vulnerable until start of next turn |
Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Sinister Plague | yes | 105 | Hell | Demonic | Disease | 6 | 21 | Disease | action | 15 | Single target, at the start of each subsequent turn inflicts plague to anyone within 3". Infected targets suffer 1d10 damage for each move, instant, and action taken on their turn. | Disease Diseases are single target powers, that last until cured or resisted and persist even after combat has ended. The caster is immune to any Disease they cast. When used as a Demonic power, the initial infection (aka casting roll) uses Demonic resistance, however in second and subsequent rounds (or if the Disease is contracted naturally) Diseases use Natural resistance, reduced by 5 per Tier of the Disease. •When outside of combat, at the start of each new day, one Natural resistance attempt can be made (as outlined above). If the disease is not resisted inflict any direct damage and then apply the remaining effects for the entire day. •If joining combat at any point, the heightened adrenaline causes the damage to be inflicted every round until combat ends. This cycle can be repeated indefinitely if the Disease is not cured or resisted. •Critical Cast: the initial round of infection of has double the effects or applies a double round of effects (i.e. Burning Itch reduces defenses by 50 for the first round while Death’s Door effectively requires 1 less round before reducing HP to 1). •Miscast: Disease it is automatically applied to the caster, turn immediately ends, caster is Vulnerable until start of next turn |
Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Demon Seed | yes | 106 | Hell | Demonic | Disease | 7 | 25 | Disease | action | 15 | single target, 1d12+6 damage per round, if killed while affected by the disease, immediately summons imp level 1-5, lesser demon level 6-10, greater demon level 11+ (as per targets level) | Disease Diseases are single target powers, that last until cured or resisted and persist even after combat has ended. The caster is immune to any Disease they cast. When used as a Demonic power, the initial infection (aka casting roll) uses Demonic resistance, however in second and subsequent rounds (or if the Disease is contracted naturally) Diseases use Natural resistance, reduced by 5 per Tier of the Disease. •When outside of combat, at the start of each new day, one Natural resistance attempt can be made (as outlined above). If the disease is not resisted inflict any direct damage and then apply the remaining effects for the entire day. •If joining combat at any point, the heightened adrenaline causes the damage to be inflicted every round until combat ends. This cycle can be repeated indefinitely if the Disease is not cured or resisted. •Critical Cast: the initial round of infection of has double the effects or applies a double round of effects (i.e. Burning Itch reduces defenses by 50 for the first round while Death’s Door effectively requires 1 less round before reducing HP to 1). •Miscast: Disease it is automatically applied to the caster, turn immediately ends, caster is Vulnerable until start of next turn |
Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Bone Spear | yes | 107 | Hell | Demonic | Necromancy | 1 | n/a | action | 15 | Missile-type attack, roll vs AC not demonic resist, counts as both demonic and physical damage • -5 armor piercing per tier • damage scales by tier: 1d4+2 at T1, 1d6+4 at T2, 1d8+8 at T4, 1d10+16 at T5, 1d12+32 at T6, 1d20+64 at T7 |
n/a | Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid | |
Mend Flesh | yes | 108 | Hell | Demonic | Necromancy | 1 | n/a | action | 15 | heals 1d10 (+1d6 per Tier) on undead targets • if used on living targets the heal is cut if half and negates holy and primal healing for 1 day |
n/a | Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid | |
Pull of the Grave | yes | 109 | Hell | Demonic | Necromancy | 2 | 10 | n/a | instant | 10 | pulls target to into base contact and forces it to stay there for 1 round | n/a | Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Vampiric Strike | yes | 110 | Hell | Demonic | Necromancy | 2 | 11 | n/a | action | melee | main hand melee attack that converts 10% per Tier of damage inflicted into HP for the caster (works for live or undead), counts as a 'strike', treat similar to a Spirit Strike Power | n/a | Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Devour Soul | yes | 111 | Hell | Demonic | Necromancy | 3 | n/a | action | 15 | use in round when target dies (preventing any kind of resurrection) • target can resist at double their natural-only demonic resistance • if using on a trapped soul, there is no resist allowed • heals the caster for 3d8 HP • only works on beings with a Soul (3rd Creation) |
n/a | Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid | |
Bone Shield | yes | 112 | Hell | Demonic | Necromancy | 3 | 15 | n/a | instant | 15 | absorbs up to five physical damage from every attack, lasts for up to 3d10 damage | n/a | Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Animate Dead | yes | 113 | Hell | Demonic | Necromancy | 4 | n/a | action | 15 | when used in combat: Bring one corpse back as undead under casters control, corpse retains weapons and armor but not abilities • use Codex of Creation entries for Living-Dead if freshly slain, Shambler if rotten, and Risen if skeletal remains. For animating dead animals see the undead animal affixes in the Codex of Creation • If using on a corpse that still has a soul attached (3rd Creation only), the soul can resist at double its natural-only demonic resistance. If it fails to resist the soul is driven out and the corpse is animated, if it passes then the corpse is not animated and the Necromancer may try again on their next turn • If prior to casting, the soul has departed willingly, has been trapped/devoured, or the target has no soul, then there is no hit roll required. Also, if the corpse has been dead for a longer period of time (i.e. died prior to the current battle) then no hit roll is required. Most souls will eventually leave their body with one to 10 days, depending on the soul's hold on its former body • When used outside combat: All the same rules apply, however the Necromancer may choose to further empower/upgrade his creation • To upgrade to something more than the basic Living-Dead, Shambler, or Risen see the Codex of Creation - False Creation: Undead for a list of possibilities • This does however increase the Difficulty, by the level of the Undead minion minus 1 (i.e. a Plagueborne Zombie is considered to be level 6, therefore to animate one would be difficulty 5+6-1=10 per target) • Some undead minions may have additional requirements beyond just the increased Difficulty (i.e. a Skeletal Knight must have actually been a Knight when it was living). |
n/a | Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid | |
Fortify the Dead | yes | 114 | Hell | Demonic | Necromancy | 4 | 21 | n/a | action | 15 | heals 1d10 +0.5/level on up to four undead targets OR 4d10 +0.5/level on a single undead target, use single 'hit' roll | n/a | Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Bargain Soul | yes | 115 | Hell | Demonic | Necromancy | 5 | 18 | n/a | instant | 15 | re-roll any hit-roll, stat test, stat roll-off, difficulty test, or any other kind of 'test' as many times as desired • after each re-roll gain 1 stack of Bargained Soul, for each stack there is a 10% chance that at the end of your turn and the end of each day that you will have to payout the bargain with your soul (effectively resulting in immediate death, see Rend Soul) • lasts until dispelled or a soul is paid • can alternately use a trapped soul or the soul of a being of the 3rd Creation instead of your own, provided it was slain or Rended within the last turn |
n/a | Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Trap Soul | yes | 116 | Hell | Demonic | Necromancy | 6 | 19 | n/a | action | 15 | use in round when target dies (preventing any kind of resurrection) to bind a soul to an inanimate object until consumed/devoured or the object is destroyed (freeing the soul). Target can resist at double their natural-only demonic resistance. Also counts as having removed the soul from a corpse for purposes of Animate Dead. | n/a | Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Rend Soul | yes | 117 | Hell | Demonic | Necromancy | 7 | 29 | n/a | action | 15 | forcibly removes the soul of a living target, effectively killing it regardless of its current HP. Because the target is still living at the time the power is cast, use Demonic Resist as normal, including bonuses, but not doubled as with Devour Soul, Trap Soul, and Animate Dead. If successful the Necromancer may also immediately Devour or Trap the soul and Animate the corpse if so desired (up to an equivalent of Animate Dead Difficulty 17, even in combat) | n/a | Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Subjugate Demon | yes | 118 | Hell | Demonic | Summon | 1 | Ritual | action | 10 | brings a single target demon under the casters control if winning a Charm vs Resolve stat roll-off • see Demonic Powers page for details on maintaining control of Demons |
Ritual Faith powers that are always available and do not typically require a difficulty roll (unless otherwise stated) • No casting roll and therfore no critical cast or critical fail allowed • requires 1-2 minutes of uninterrupted casting time outside of combat • if a ritual is cast as an action during combat the effects occur at the start of the casters next turn, provided they were not interupted • caster is vulnerable for the duration of the ritual |
Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid | |
Vengeful Spirit | yes | 119 | Hell | Demonic | Summon | 1 | 9 | Missile | action | 10 | Immediately summons a stationary spirit with a 1d8 Missile type attack (rng 15), roll vs. Demonic resistance • does not benefit from casters modifiers • lasts 1d6 rounds • immune to all damage • counts as a summoned entity |
Missile Magical projectile based power that has solid/physical form and therefore can be blocked with a conventional shield • requires LOS and cannot cast on targets in base contact with the caster • Target can add dodge to resistance roll |
Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Imp | yes | 120 | Hell | Demonic | Summon | 2 | Minion | action (uninterrupted) or 1 minute | 10 | Summons and controls 1 Imp with a maximum allowable Threat Rating equal to one less than the casters level | Minion |
Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid | |
Demon Well | yes | 121 | Hell | Demonic | Summon | 2 | 14 | Totem | action | 10 | summons a stationary well of demonic energy that grants 1d12 temporary HP to targets within 4" • if knocked unconscious target lose the HP, can cause death • does not count as a summoned entity for control purposes |
Totem |
Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Lesser Demon | yes | 122 | Hell | Demonic | Summon | 3 | Minion | action (uninterrupted) or 1 minute | 10 | Summons and controls 1 Lesser Demon with a maximum allowable Threat Rating equal to one less than the casters level | Minion |
Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid | |
Fel Standard | yes | 123 | Hell | Demonic | Summon | 3 | 15 | n/a | action | 10 | summons a demonic standard, caster and demonic units within 10" gain +2 damage (all types) and +15 to Natural Resistance, lasts for remainder of battle • does not count as a summoned entity for control purposes |
n/a | Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Demon Gate | yes | 124 | Hell | Demonic | Summon | 4 | 17 | n/a | action | 10 | summons a gateway connecting current location and a known fixed point for 1d4 rounds allowing two way travel • does not count as a summoned entity for control purposes |
n/a | Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Font of Evil | yes | 125 | Hell | Demonic | Summon | 4 | 22 | n/a | action | 10 | summons a demonic font, inflicts 2d10+5 demonic damage in 3" radius when targets come in range, four charges, cannot be attacked, separate hit rolls • does not count as a summoned entity for control purposes |
n/a | Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Greater Demon | yes | 126 | Hell | Demonic | Summon | 5 | Minion | action (uninterrupted) or 1 minute | 10 | Summons and controls 1 Greater Demon with a maximum allowable Threat Rating equal to one less than the casters level | Minion |
Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid | |
Demon Storm | yes | 127 | Hell | Demonic | Summon | 6 | 26 | n/a | action | 10 | summons a storm of swirling ethereal demons and damned souls, radius 4", 2d12+8 dam, lasts 1d4 rounds • can move up to 4" at the start of each subsequent round, and anything it touches while moving counts as being hit • no dodge allowed, use single hit roll |
n/a | Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Demon Overlord | yes | 128 | Hell | Demonic | Summon | 7 | Minion | action (uninterrupted) or 1 minute | 10 | Summons a single Demon Overlord anywhere in range • unlike other minion archetype powers, caster has no control over the Demon Overlord once it arrives |
Minion |
Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid | |
Commune with Nature | yes | 129 | Material | Primal | System | 0 | 0 | n/a | action | self | If in physical contact with a living natural flora or fauna of some kind the caster immediately awards +1 Primal Faith • if uninterupted before your next turn (or after 1 minute out of combat) awards another +2 Primal Faith • if uninterupted can also grant knowledge related to the natural world within a nearby radius |
n/a | Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Healing Circle | yes | 130 | Material | Primal | System | 0 | 0 | n/a | action | self | Caster joins their own hands to complete the Healing Circle, or can include others in the healing circle by touching or holding hands. No casting roll is taken and therfore it cannot miscast or critically cast. Effects vary depending on how it is used: • if self-cast as an action in combat it heals the caster for 1d6 HP per 2 levels, and will do so each round afterwards if uninterupted and not taking any other movement, instants or actions • if uninterupted for a full rest, heals the caster and everyone included in the circle for 2d12 (+2 per Primal Faith) • if uninterupted for a half rest this drops to 1d12 (+1 per Primal Faith) • if uninterupted for only a quick rest it heals1d6 (+0.5 per Primal Faith). |
n/a | Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Karma | yes | 131 | Material | Primal | System | 0 | 0 | n/a | instant | self | Can be used an unlimited number of times each day but consumes Primal Faith • for every Primal Faith point consumed 10% of the healing and/or damage of the next action used are also applied to the caster • if there is self inflicted damage as a result of Karma it cannot reduce Focus but generates 2x the Fury |
n/a | Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Taxonomy | yes | 132 | Material | Primal | System | 0 | 0 | n/a | instant or action | 15 | Can be used an unlimited number of times each day but consumes 1 Primal Faith or 2 HP and then requires the caster to pass a Faith test each time it is used • detects all Primal Faith based buffs, enhancements, and effects within 15" • if used as an action also gives the caster knowledge regarding the general classification and properties of any created thing (i.e. what alignment, polarity, race, class, realm of origin, etc... an enemy creature might be) |
n/a | Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Bloodletting | yes | 133 | Material | Primal | System | 0 | 0 | n/a | action | self | Bloodletting allows the next Primal power to be cast without having enough Primal Faith (or even any at all) • the caster must first self inflict damage where the difficulty of the next Primal power cannot exceed the damage inflicted • Caster must still roll Difficulty and can gain or lose Primal Faith as normal • the follow up power must be cast with 1 hour of the Bloodletting |
n/a | Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Ancient Verse | yes | 134 | Material | Primal | System | 0 | 0 | DOT | instant | 15 | The caster recites, chants, or sings a verse that is as ancient as creation itself over a single target. Requires a casting roll and inflicts damage each round based on current Primal Faith, where 1-5 = 1 damage, 6-10 = 2 damage, 11-15 = 3 damage, and 16-20 = 4 damage. DOT duration is based on the Tier of the caster. After causing damage each round, if the casters Primal Faith is less than 10 it grants +1 Primal Faith | DOT |
Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Wolf | yes | 135 | Material | Primal | Aspect | 1 | 7 | Aspect | instant | 15 | target gains +2% per Tier melee crit versus wounded targets and affter any killing blow gain extra Vigor or Fury based on their respective Strength or Stamina, where: • 1-6 = +1d6, 7-12 = +2d6, 13-18 = +3d6, 19+ = +4d6 |
Aspect Single target, lasts for duration of battle or up to 1 hour. Only one of each aspect per caster can be present in a party and only one aspect can be active on a target at a time (casting a higher Difficulty aspect will overwrite the existing aspect). Cannot be dispelled/removed through conventional means unless caster is unconscious. •Critical Cast: Aspects count as being 1 Tier higher than caster. •Miscast: One Faith is consumed and the Aspect fails. No action power can be cast for the remainder of the turn. |
Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Rhino | yes | 136 | Material | Primal | Aspect | 1 | 9 | Aspect | instant | 15 | increase targets armor by 2 per Tier and grants the following effects any time they charge a target • first sttack made has a knock down effect if passing a Strength vs Stamina stat roll-off • bonus damage on a single regular main hand attack (i.e. does not apply if attacking more than once or if using a special ability) based on their Strength, where: 1-6 = +1, 7-12 = +2, 13-18 = +3, 19+ = +4 |
Aspect Single target, lasts for duration of battle or up to 1 hour. Only one of each aspect per caster can be present in a party and only one aspect can be active on a target at a time (casting a higher Difficulty aspect will overwrite the existing aspect). Cannot be dispelled/removed through conventional means unless caster is unconscious. •Critical Cast: Aspects count as being 1 Tier higher than caster. •Miscast: One Faith is consumed and the Aspect fails. No action power can be cast for the remainder of the turn. |
Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Horse | yes | 137 | Material | Primal | Aspect | 2 | 10 | Aspect | instant | 15 | target gains +1 movement per Tier and trample damage based on their Stamina, where: • 1-6 = 1d6, 7-12 = 2d6, 13-18 = 3d6, 19+ = 4d6 |
Aspect Single target, lasts for duration of battle or up to 1 hour. Only one of each aspect per caster can be present in a party and only one aspect can be active on a target at a time (casting a higher Difficulty aspect will overwrite the existing aspect). Cannot be dispelled/removed through conventional means unless caster is unconscious. •Critical Cast: Aspects count as being 1 Tier higher than caster. •Miscast: One Faith is consumed and the Aspect fails. No action power can be cast for the remainder of the turn. |
Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Panther | yes | 138 | Material | Primal | Aspect | 2 | 11 | Aspect | instant | 15 | increases targets current stealth by 1 per Tier and increases main hand melee damage when attacking from behind based on the targets Avoidance, where: • 1-6 = +1d6, 7-12 = +1d8, 13-18 = +1d10, 18+ = +1d12 |
Aspect Single target, lasts for duration of battle or up to 1 hour. Only one of each aspect per caster can be present in a party and only one aspect can be active on a target at a time (casting a higher Difficulty aspect will overwrite the existing aspect). Cannot be dispelled/removed through conventional means unless caster is unconscious. •Critical Cast: Aspects count as being 1 Tier higher than caster. •Miscast: One Faith is consumed and the Aspect fails. No action power can be cast for the remainder of the turn. |
Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Raven | yes | 139 | Material | Primal | Aspect | 3 | 14 | Aspect | instant | 15 | while active the target can re-roll failed Perception tests and gains increased Critical Hit chance with ranged, thrown, kicks, and unarmed attacks based on the targets Perception, where: • 1-6 = +3% Crit, 7-12 = +5% Crit, 13-18 = +7% Crit, 19+ = +10% Crit |
Aspect Single target, lasts for duration of battle or up to 1 hour. Only one of each aspect per caster can be present in a party and only one aspect can be active on a target at a time (casting a higher Difficulty aspect will overwrite the existing aspect). Cannot be dispelled/removed through conventional means unless caster is unconscious. •Critical Cast: Aspects count as being 1 Tier higher than caster. •Miscast: One Faith is consumed and the Aspect fails. No action power can be cast for the remainder of the turn. |
Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Serpent | yes | 140 | Material | Primal | Aspect | 3 | 13 | Aspect | instant | 15 | while active the target gains +2 per Tier to their highest Resistance (before other buffs, enchants potions, etc...). Also grants + to Cast with Spirit and Faith powers based on the targets Charm, where: • 1-6 = +5, 7-12 = +10, 13-18 = +15, 19+ = +20 |
Aspect Single target, lasts for duration of battle or up to 1 hour. Only one of each aspect per caster can be present in a party and only one aspect can be active on a target at a time (casting a higher Difficulty aspect will overwrite the existing aspect). Cannot be dispelled/removed through conventional means unless caster is unconscious. •Critical Cast: Aspects count as being 1 Tier higher than caster. •Miscast: One Faith is consumed and the Aspect fails. No action power can be cast for the remainder of the turn. |
Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Monkey | yes | 141 | Material | Primal | Aspect | 4 | 18 | Aspect | instant | 15 | At of the start of each new round, if the target passes an Initiative test they gain an extra instant or reaction for that round. Focus classes can ignore Focus loss once per round for the duration of the effect. Targets also gain additional Dodge based on their Initiative, where: • 1-6 = +2, 7-12 = +4, 13-18 =+6, 19+ = +8 |
Aspect Single target, lasts for duration of battle or up to 1 hour. Only one of each aspect per caster can be present in a party and only one aspect can be active on a target at a time (casting a higher Difficulty aspect will overwrite the existing aspect). Cannot be dispelled/removed through conventional means unless caster is unconscious. •Critical Cast: Aspects count as being 1 Tier higher than caster. •Miscast: One Faith is consumed and the Aspect fails. No action power can be cast for the remainder of the turn. |
Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Shark | yes | 142 | Material | Primal | Aspect | 5 | 23 | Aspect | instant | 15 | Target must move at least 1" each round or the effect is cancelled, but while active, anytime the target scores a critical hit on a regular melee attack the damage is tripled instead of doubled and critical hit chance of all melee attacks is increased based on their Initiative, where: • 1-6 = +3% Crit, 7-12 = +5% Crit, 13-18 = +7% Crit, 19+ = +10% Crit |
Aspect Single target, lasts for duration of battle or up to 1 hour. Only one of each aspect per caster can be present in a party and only one aspect can be active on a target at a time (casting a higher Difficulty aspect will overwrite the existing aspect). Cannot be dispelled/removed through conventional means unless caster is unconscious. •Critical Cast: Aspects count as being 1 Tier higher than caster. •Miscast: One Faith is consumed and the Aspect fails. No action power can be cast for the remainder of the turn. |
Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Bear | yes | 143 | Material | Primal | Aspect | 5 | 20 | Aspect | instant | 15 | target can resist most forms of physical CC effects if passing a Resolve test and gains bonus temporary HP equal based on Resolve, where: • 1-6 = 10, 7-12 = 20, 13-18 = 30, 19+ = 40 |
Aspect Single target, lasts for duration of battle or up to 1 hour. Only one of each aspect per caster can be present in a party and only one aspect can be active on a target at a time (casting a higher Difficulty aspect will overwrite the existing aspect). Cannot be dispelled/removed through conventional means unless caster is unconscious. •Critical Cast: Aspects count as being 1 Tier higher than caster. •Miscast: One Faith is consumed and the Aspect fails. No action power can be cast for the remainder of the turn. |
Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Griffon | yes | 144 | Material | Primal | Aspect | 6 | 25 | Aspect | instant | 15 | Target gains the ability to use Fly-by style attacks and all honor code skills count as being activated with 1 additional stack (cannot exceed 3 stacks). Also grants + to hit and damage with physical melee attacks based on the targets Wisdom, where: • 1-6 = +5/+2, 7-12 = +10/+3, 13-18 = +15/+4, 19+ = +20/+5 |
Aspect Single target, lasts for duration of battle or up to 1 hour. Only one of each aspect per caster can be present in a party and only one aspect can be active on a target at a time (casting a higher Difficulty aspect will overwrite the existing aspect). Cannot be dispelled/removed through conventional means unless caster is unconscious. •Critical Cast: Aspects count as being 1 Tier higher than caster. •Miscast: One Faith is consumed and the Aspect fails. No action power can be cast for the remainder of the turn. |
Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Phoenix | yes | 145 | Material | Primal | Aspect | 7 | 28 | Aspect | instant | 15 | while active, if target is slain it becomes an egg with AC 20 and HP=10% of max HP. If the egg is unbroken after 2 rounds the target is resurrected with full health and stats. Also causes the target to inflict passive fire damage based on their Intellect, where: • 1-6 = 2 damage, 7-12 = 4 damage, 13-18 = 6 damage, 19+ = 8 damage |
Aspect Single target, lasts for duration of battle or up to 1 hour. Only one of each aspect per caster can be present in a party and only one aspect can be active on a target at a time (casting a higher Difficulty aspect will overwrite the existing aspect). Cannot be dispelled/removed through conventional means unless caster is unconscious. •Critical Cast: Aspects count as being 1 Tier higher than caster. •Miscast: One Faith is consumed and the Aspect fails. No action power can be cast for the remainder of the turn. |
Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Lifeforce | yes | 146 | Material | Primal | Force | 1 | Cone | action | template | Any target touched by template is healed if they are friend and damaged if enemy, for 1d6+2 per level, single hit roll, treat as Natural damage/healing. | Cone |
Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid | |
Predator | yes | 147 | Material | Primal | Force | 1 | 8 | Control | action | 15 | If overcoming the targets Natural resistance, on their next turn the target must take a full regular attack action against the nearest target and gains an extra main hand attack when doing so. | Control |
Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Elemental Force | yes | 148 | Material | Primal | Force | 1 | n/a | instant | 10 | Effected targets must attack (or move to attack if not in range) the caster on their next turn or else they take 1d8 elemental damage, where the elemental damage type is whichever type the target would be weakest to. | n/a | Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid | |
Survival | yes | 149 | Material | Primal | Force | 2 | 11 | n/a | action | 15 | Reduces all incoming damage by two, every time target takes damage it gains +1 movement on its next turn, lasts for duration of battle or until caster unconscious. Select a single domain (Arcane, Elemental, Natural), increase the damage reduction to 5 against damage from this domain. | n/a | Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Erosion | yes | 150 | Material | Primal | Force | 2 | 12 | n/a | action | 15 | single target, no LOS required, 2d6+1d4 elemental damage, damaged targets have their armor reduced by 20 until the caster has another turn | n/a | Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Regrowth | yes | 151 | Material | Primal | Force | 3 | 16 | n/a | action | 20 | immediately after the next time the target takes damage they are healed for 1d20 x 5% of the damage dealt, if damage kills target first then no effect. Benefits from any Natural associated spell power modifiers. | n/a | Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Arcane Rampage | yes | 152 | Material | Primal | Force | 3 | 19 | n/a | action | 15 | A herd of arcane creatures surges forward from the caster, hitting all targets in a 90 degree frontal arc for 1d6 Trample damage per Tier of the caster, but treated as resistable arcane damage. Any target that takes damage and also fails a Stamina test (at -1 disadvatnage per TIer of caster) is knocked down. | n/a | Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Material Mending | yes | 153 | Material | Primal | Force | 4 | 21 | n/a | action | 20 | Heals 3d10 HP +1/level of target. Can be treated as Arcane, Elmental, or Natural to benefit from any associated spell power modifiers | n/a | Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Reincarnate | yes | 154 | Material | Primal | Force | 5 | 20 | n/a | action | 20 | On death, the target is reincarnated as a random creature of the 2nd Creation with a threat rating equal to 1d12. The creature is under the casters control for the remainder of battle or up to one hour, but afterwards will act according to its nature. | n/a | Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Planar Storm | yes | 155 | Material | Primal | Force | 6 | Storm | action | 15 | Primal forces from a single selected planar domain of the 2nd Creation (Arcane, Elemental, Natural), rage and storm within a 4" radius . Damage and effects are based on the domain selected: • Arcane: 1d6 damage of each arcane type (light, dark, twilight, mana) which also silences and blinds all damaged targets. • Elemental: 1d10 damage of each elemental type (fire, water, earth, air). • Natural: 1d20 damage of each natural type (wild, celestial) |
Storm |
Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid | |
Accelerated Aging | yes | 156 | Material | Primal | Force | 7 | 28 | n/a | action | 15 | deals arcane damage equal to 1d100% of targets max HP, if this brings target below 0HP they are dead, drains the caster of the equivalent amount of HP | n/a | Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Sanguine Strike/Shot | yes | 157 | Material | Primal | Hemomancy | 1 | n/a | action | 20 | melee/ranged attack, consumes 5% of max HP, 1d8+2/level damage, grants 2x fury, regenerates two vigor, can be added to a regular physical attack or unarmed focus attack but prevents any off hand attacks • use the same hit roll but treat as two separate attacks for bonuses and defenses • treat similar to a Spirit Strike Power except that the the blood portion can still hit even if the physical portion does not |
n/a | Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid | |
Cleanse | yes | 158 | Material | Primal | Hemomancy | 1 | Dispel | instant or action | 15 | removes targeted persistent faith effects, using resistance equal to 12x the Tier of the caster of the effect • multiply the Difficulty by the number of targeted effects within range • can also remove poisons, using resistance equal to 20x the rank of the poison • can also be used to dispel/shatter one primal or demonic based enchant/crafting |
Dispel |
Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid | |
Blood Sight | yes | 159 | Material | Primal | Hemomancy | 2 | 11 | n/a | instant | self | must consume 5% of max HP, gain +5% crit on next attack, further +5% for strike/shot, further +5% crit if focus or stealth skill | n/a | Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Youthful Blood | yes | 160 | Material | Primal | Hemomancy | 2 | 9 | n/a | instant | 15 | consumes 5% of max HP, next healing effect on target is 50% more effective, if self-cast: 1/2 spirit cost of next spell or doubles honor code stack | n/a | Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Coagulate | yes | 161 | Material | Primal | Hemomancy | 2 | 11 | n/a | action | 20 | heals 1d10 HP +1/level of target | n/a | Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Hemorrhage | yes | 162 | Material | Primal | Hemomancy | 3 | 14 | n/a | action | 15 | single target, LOS required, inflicts base damage equal to 1d100% of the total physical damage that the target has received so far that round OR 1d4+2 times the cumulative 'per round' damage of all Bleed effects currently on the target • casters damage bonuses and/or multipliers (i.e. critical cast) are applied after determining base damage |
n/a | Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Transfusion | yes | 163 | Material | Primal | Hemomancy | 3 | 15 | n/a | instant/action | 15 | instant: next physical attack of any kind converts 5% per Tier of damage inflicted into HP for any other target within range • action: consumes 5% of max HP, heals 2d10+1/level of target |
n/a | Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Rupture | yes | 164 | Material | Primal | Hemomancy | 4 | n/a | action | 15 | inflicts damage equal to 1d12 + 1/2 targets current stamina, LOS required, single hit roll if multi-targeting | n/a | Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid | |
Blood Rush | yes | 165 | Material | Primal | Hemomancy | 5 | 22 | n/a | action | 15 | anytime the target takes damage it becomes immune to all forms of CC for 1 full round, if cast on a target that is already CC'd it removes all CC effects • last fro remainder of battle or until being knocked unconscious • effect is dispelable as a disease |
n/a | Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Blood Storm | yes | 166 | Material | Primal | Hemomancy | 6 | 26 | n/a | action | 10 | must consume 10% of max HP, any target within radius (friend or foe but excluding caster) takes 4d6 dam, one target then gains 50% of the damage as HP | n/a | Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Exsanguinate | yes | 167 | Material | Primal | Hemomancy | 7 | 29 | n/a | action | 10 | drains all blood from a single target, immediately reducing its current HP by 50% • unlessed healed back to max HP, if caster is still conscious on the next round the target is killed • for remainder of battle any HP cost of other Hemomancy powers can be ignored |
n/a | Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Critter Form | yes | 168 | Material | Primal | Shapeshift | 1 | 7 | n/a | instant | self | shrink to the size of a small critter, most enemies will completely ignore caster while in this form, cannot attack or take any kind of offensive action | n/a | Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Vermin Form | yes | 169 | Material | Primal | Shapeshift | 1 | 8 | n/a | instant | self | +1 movement and gain an extra melee attack that inflicts half damage (based on your main hand weapon) • incoming damage is increased by 25% |
n/a | Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Travel Form | yes | 170 | Material | Primal | Shapeshift | 2 | 10 | n/a | instant | self | Movement x2 and may be ridden while in this form, however loss all normal abilities and/or attacks • When used on land (Equine Form) gain a 2d6 trample • When used in water (Aquatic Form) can breath underwater and have a basic 1d8 melee attack only |
n/a | Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Canine Form | yes | 171 | Material | Primal | Shapeshift | 2 | 11 | n/a | instant | self | +3 move, +10 hit & +2 damage (melee), if opponent is <= 10%HP all attacks do max damage, if landing a killing blow gain +15% crit until landing a crit | n/a | Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Ursine Form | yes | 172 | Material | Primal | Shapeshift | 2 | 12 | n/a | instant | self | +50% current HP & HP max, gain instant 'Challenging Roar' with 4" rng (see Cave Bear entry in the CoC), gain 1 Fury for each enemy in base contact at start of turn | n/a | Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Primate Form | yes | 173 | Material | Primal | Shapeshift | 3 | 14 | n/a | instant | self | +10 dodge (stat tests & AC contrib), +1 Resolve, +3 melee dam to strikes/unarmed attacks, any 'Poor' Focus results count as 'Fair' instead | n/a | Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Feline Form | yes | 174 | Material | Primal | Shapeshift | 3 | 15 | n/a | instant | self | +5 move, if out of LOS can hide as instant, must Sneak (1/2 move) to remain hidden but can pounce attack (action) up to 1/2 move w/ +30 to hit doing max damage | n/a | Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Reptile Form | yes | 175 | Material | Primal | Shapeshift | 3 | 16 | n/a | instant | self | Select a single school of magic and gain +25 resistance to the domain it belongs to and add +4 damage of that type to all melee or ranged attacks/skills or spirit powers • while in this form you may elect to treat your touch as casting Cleanse (difficulty roll still required), even if you don't normally known or have access to that that power. |
n/a | Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Tree Form | yes | 176 | Material | Primal | Shapeshift | 4 | 18 | n/a | instant | self | The caster takes on the form of a tree and if in a natural or wild environment most enemies will largely ignore them • gain +15 armor and +50% to all Faith effects used by the caster, but any movement is reduced by 75% can draw attentino to the caster |
n/a | Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Aerial Form | yes | 177 | Material | Primal | Shapeshift | 5 | 20 | n/a | instant | self | Gain the ability to fly at x2 regular movement speed. Can be ridden while in this form. | n/a | Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Tortoise Form | yes | 178 | Material | Primal | Shapeshift | 6 | 22 | n/a | instant | self | -1 movement, +25 armor, can choose to completely ignore the damage of a single attack (after damage is rolled) but immediately return to normal form | n/a | Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Dragon Form | yes | 179 | Material | Primal | Shapeshift | 7 | n/a | instant | self | coming soon... | n/a | Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid | |
Beast Calling | yes | 180 | Material | Primal | Call | 1 | Ally | action (uninterrupted) or 1 minute | nearest edge | Calls and controls 1 Beast (of a given class) with a maximum allowable beast Threat Rating equal to one less than the casters level • Called beasts arrive at the start of the casters next turn and typically appear at the table edge closest to caster, unless their natural habitat exists somewhere on the battlefield |
Ally |
Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid | |
Hunters Howl | yes | 181 | Material | Primal | Call | 1 | 7 | n/a | instant | self | Next Pack Hunter class beast can enter the battlefield with up to 2 others of the same kind • however the difficulty of the next Beast Calling is multiplied by the number of Beasts called |
n/a | Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Silent Snarl | yes | 182 | Material | Primal | Call | 2 | 9 | n/a | instant | self | Next Ambusher class beast can effectively enter anywhere on the battlefield that would provide reasonable stealth coverage | n/a | Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Deep Call | yes | 183 | Material | Primal | Call | 2 | 10 | n/a | instant | self | Next Burrower class beast can enter battlefield anywhere where ground is amiable to tunneling and may use any ground burst type ability upon entering battlefield | n/a | Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Guardians Roar | yes | 184 | Material | Primal | Call | 3 | 12 | n/a | instant | self | Next Protector class beast that enters the battlefield immediately forces a Resolve test upon all enemies within range = to the beasts Difficulty, targets that fail the resolve test are taunted to the protector for 1 round | n/a | Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Sky Shriek | yes | 185 | Material | Primal | Call | 3 | 13 | n/a | instant | self | Next Aerial class beast can enter anywhere there is open sky • first attack made in the round they arrive does max damage |
n/a | Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Braying Herd | yes | 186 | Material | Primal | Call | 4 | 15 | n/a | instant | self | Next Herd class beast arrives with 2 others of the same kind • the Herd must stay within 1" of each other and sprint in a straight line upon entering the battlefield, trampling anything they cross • two of the three exit the battlefield when they reach the opposite side, while the third can remain in play |
n/a | Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Mighty Bellow | yes | 187 | Material | Primal | Call | 4 | 16 | n/a | instant | self | Next Brute class beast that enters the battlefield immediately forces a Resolve test upon all enemies within range = to the beasts Difficulty, targets that fail the resolve test are immediately Feared for 1 round | n/a | Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Eldritch Hiss | yes | 188 | Material | Primal | Call | 5 | 18 | n/a | instant | self | Next Magical or Disabler class beast that enters the battlefield immediately forces a Resolve test upon all enemies within range = to the beasts Difficulty, targets that fail the resolve test are Silenced for 1 round | n/a | Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Pocket Habitat | yes | 189 | Material | Primal | Call | 6 | 20 | n/a | instant | 10" | Creates a temporary miniature pocket of habitat that can be used as a source point for the summoning of any beasts that live in that habitat (lasts for duration of battle, or until caster slain or knocked unconscious). This provides an effective means to call beasts when it would otherwise not be possible (i.e. a windowless room inside a castle or summoning Aquatic beasts when no water is present). There is no limit to the number of pocket habitats that can be present on a battlefield, however all Pocket Habitats cease to exist if the caster is knocked unconscious or slain, or if the battle ends. | n/a | Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Primal Command | yes | 190 | Material | Primal | Call | 7 | 22 | n/a | instant | self | Reduces the difficulty of the next Beast Calling called by 7 | n/a | Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Belief | yes | 191 | Soul | Psionic | Mantra | 0 | 0 | Mantra | action | self | Immediately gain +1 Psionic Faith. Completion effect: you also double your current Psionic Faith at the start of your next turn. | Mantra Psionic Faith powers that are always available and do not require the caster to have any Psionic Faith • Unless otherwise stated, they do not require difficulty rolls or casting rolls and therefore cannot critically cast or fail • Mantras can typically only be used once per battle or once per day (outside of combat) • each Mantra has an additional "completion effect" that occurs on the casters next turn (or after 1 minute out of combat) if they did not take any damage |
Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Empowerment | yes | 192 | Soul | Psionic | Mantra | 0 | 0 | Mantra | action | self | Immediately gain 2+1/5lvls Psionic Faith but on your next turn you cannot gain any Faith whatsoever. Completion effect: the no Faith gain penalty is ignored. | Mantra Psionic Faith powers that are always available and do not require the caster to have any Psionic Faith • Unless otherwise stated, they do not require difficulty rolls or casting rolls and therefore cannot critically cast or fail • Mantras can typically only be used once per battle or once per day (outside of combat) • each Mantra has an additional "completion effect" that occurs on the casters next turn (or after 1 minute out of combat) if they did not take any damage |
Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Determination | yes | 193 | Soul | Psionic | Mantra | 0 | 0 | Mantra | instant | self | For each 1 Psionic Faith consumed gain a 10% chance (up to 100%) that the next 'strike', 'shot', or unarmed attack will do max damage • Completion effect: this mantra can be used again |
Mantra Psionic Faith powers that are always available and do not require the caster to have any Psionic Faith • Unless otherwise stated, they do not require difficulty rolls or casting rolls and therefore cannot critically cast or fail • Mantras can typically only be used once per battle or once per day (outside of combat) • each Mantra has an additional "completion effect" that occurs on the casters next turn (or after 1 minute out of combat) if they did not take any damage |
Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Observance | yes | 194 | Soul | Psionic | Mantra | 0 | 0 | Mantra | instant | 15 | If the caster passes a Psionic Faith test they detect all Faith based buffs, enhancements, and effects within 15" • if uninterupted also allows for a limited ability to interpret and understand unknown languages based on observance of body language and facial cues • Can be used more than once per day/battle if consuming 1 Psionic Faith each time • |
Mantra Psionic Faith powers that are always available and do not require the caster to have any Psionic Faith • Unless otherwise stated, they do not require difficulty rolls or casting rolls and therefore cannot critically cast or fail • Mantras can typically only be used once per battle or once per day (outside of combat) • each Mantra has an additional "completion effect" that occurs on the casters next turn (or after 1 minute out of combat) if they did not take any damage |
Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Will | yes | 195 | Soul | Psionic | Mantra | 0 | 0 | Mantra | action | self | The next Psionic Faith power used does not require the caster to have enough Psionic Faith (or even any at all). Instead of a Difficulty roll, make a Resolve test. • If passing gain Psionic faith as normal and cast the power • If failing you lose Psionic Faith if possible and cannot cast any Psionic Faith powers for one full turn • If uninterupted between using Mantra of Will and casting the next Psionic power, gain +3 Advantage on the Resolve test. |
Mantra Psionic Faith powers that are always available and do not require the caster to have any Psionic Faith • Unless otherwise stated, they do not require difficulty rolls or casting rolls and therefore cannot critically cast or fail • Mantras can typically only be used once per battle or once per day (outside of combat) • each Mantra has an additional "completion effect" that occurs on the casters next turn (or after 1 minute out of combat) if they did not take any damage |
Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Dissonance | yes | 196 | Soul | Psionic | Mantra | 0 | 0 | Mantra | action | self | Must roll to cast. Ignoring cover and any physical barriers, inflicts 1d4 Psionic damage in a radius around the caster equal to their current Psionic Faith divided by 4 (treat range zero as base contact only). • Anyone damaged by Mantra of Dissonance cannot use any special abilities for 1 round • If sucessfully causing damage to at least 1 target grants +1 Psionic Faith • Completion effect: anyone still in range is stunned for 1 round. |
Mantra Psionic Faith powers that are always available and do not require the caster to have any Psionic Faith • Unless otherwise stated, they do not require difficulty rolls or casting rolls and therefore cannot critically cast or fail • Mantras can typically only be used once per battle or once per day (outside of combat) • each Mantra has an additional "completion effect" that occurs on the casters next turn (or after 1 minute out of combat) if they did not take any damage |
Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Kinetic Shield | yes | 197 | Soul | Psionic | Telekinesis | 1 | n/a | instant | 15 | creates a near invisible kinetic shield/barrier (max 1" radius/level) around a FIXED point with 10 Armor & 1d10 +2/1" radius HP, reducing the HP to 0 breaks the shield • on crit double the HP of the shield • No physical objects can pass through while it is active (i.e. has HP >0) however non-LOS powers ignore the shield • When models attempt to move through the shield it inflicts physical damage equal to b/w 1 and the Stamina of the model to both the model and the shield • roll to hit vs Armor for both model and shield • When attacking the shield, if there is insufficient shield HP to block out all of the damage inflicted in a given attack against it, the remaining damage can proceed through to targets inside the shield • If there is remaining damage after the shield breaks it uses the same hit roll as that which broke the shield (i.e. shooting an arrow through the shield uses the same hit roll for the shield and the intended target) • Caster may choose to end the shield at any time, with no cost, even out of turn • If shield is hit with a silencing effect it is automatically destroyed • If at any point two Kinetic shields overlap (including one inside another), the shield that was in play first absorbs the HP of the other shield |
n/a | Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid | |
Kinetic Surge | yes | 198 | Soul | Psionic | Telekinesis | 1 | n/a | action | self | the casters body and equipment become partially incorporeal and surge forward up to a maximum move distance in a straight line • any targets touched suffer physical damage equal to basic main hand attack +1 damage per 5 levels one each target hit • treat as a single-hit-roll physical melee attack using Psionic modifiers for hit, crit, and damage • can be blocked or parried but not warded off • grants +1 fury/vigor/spirit per target wounded • if used to leave base contact can double the difficulty to prevent opponents free attacks for Disengaging from Combat • can be used to pass through solid matter however MUST be able to see the end point |
n/a | Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid | |
Telekinetic Grip | yes | 199 | Soul | Psionic | Telekinesis | 2 | n/a | instant or action | 15 | Gain the ability to move or manipulate X number of objects (items, mechanisms, projectiles, etc...) anywhere within range at an increased difficulty based on the size of each object (S=1, M=2, L=3, XL=4) • if moved slowly (no-damage, no crit) counts as an instant and can be used to exert fine motor skills (i.e. open the latch on a door, empty a vial, write with feather pen, etc...) • if moved quickly (causing damage based on psionic hit, crit & dam modifiers) counts as an action and inflicts weapon damage where applicable (use weapon damage of stones of equivalent size if not a weapon) • if object is being worn or carried caster must pass a Faith vs Strength stat roll-off and treat similar to Disarm • if used on ammo inflict base damage+1d8 • objects lifted into the air will immediately drop if Telekinetic Grip is not maintained each round (by recasting) |
n/a | Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid | |
Telekinetic Force | yes | 200 | Soul | Psionic | Telekinesis | 2 | n/a | instant or action | 10 | Use telekinesis to move X number of active targets (can be self targeted) • place narrow end of template anywhere within 10" and position in any desired direction, move all targets from narrow to wide end within the template • if moved slowly or with no intent for damage (no-damage, no crit) counts as an instant • if moved quickly or with intent of damage (i.e. fall or collision damage) counts as an action and causes damage based on psionic hit, crit & dam modifiers, & psionic resistance • if target is holding onto something immovable must also pass a Faith vs Strength stat roll off • resisting or failing the roll-off results in no movement and therefore no damage • targets lifted into the air will immediately drop if Telekinetic Force is not maintained each round (by recasting) resulting in natural fall damage • difficulty is base 5 plus the size modifier (target minus caster) down to a minimum of 1 |
n/a | Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid | |
Telekinetic Snare | yes | 201 | Soul | Psionic | Telekinesis | 2 | n/a | instant or reaction | 15 | telekinetically snares X number of targets of equal or lesser size than the caster, disabling or pinning their main source of movement (i.e. legs if on land, wings if flying, tail if swimming, etc...) for 1 round (2 on crit), effectively reducing movement to 0 • this does not count as an immobilized effect • can be used as a reaction to prevent an opponent from disengaging from combat • roll versus Psionic resist • difficulty is base 4 plus the size modifier (target minus caster) down to a minimum of 1 |
n/a | Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid | |
Immovable Object | yes | 202 | Soul | Psionic | Telekinesis | 3 | 14 | n/a | instant | 15 | targeted cannot be moved against their will for 2 rounds (4 rounds on crit) • becoming immune to knock downs, knock backs, stuns, fear effects, and most other physical forms of CC |
n/a | Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Psionic Wave | yes | 203 | Soul | Psionic | Telekinesis | 3 | 15 | n/a | action | self | 4" radius, inflicts 2d6+3 physical damage and the casters choice of either knock-down or disarm (if failing a Strength test), or knock-back to perimeter or stun for one round (if failing a Stamina test) | n/a | Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Whirling Death | yes | 204 | Soul | Psionic | Telekinesis | 4 | n/a | instant | self | any loose weapons within 2" of caster (including blunt objects or stones) spin around the caster in a 2" radius for 1 full round (on crit lasts for 2 rounds) • any targets within the radius are struck by a single regular attack by each weapon • targets moving into the radius are also struck • weapons use casters Psionic modifiers for hit, crit, and damage • weapons cannot be used by the caster during their action phase |
n/a | Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid | |
Kinetic Projection | yes | 205 | Soul | Psionic | Telekinesis | 5 | 19 | n/a | action | 15 | creates a temporary physical copy of target that mimics the movement and attacks of the original • copy has all the same stats as the original but disappears as soon as it takes a single wound greater than 10% of the current HP of the original • consume an instant and one Faith in next round to maintain projection • on crit creates 2 projections |
n/a | Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Crushing Force | yes | 206 | Soul | Psionic | Telekinesis | 6 | 23 | n/a | action | 15 | LOS required, all targets in 2" radius take 3d8+6 damage and are automatically knocked down, if resisted treat as a Crushing Blow that inflicts 20% damage and has a 20% knockdown | n/a | Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Unstoppable Force | yes | 207 | Soul | Psionic | Telekinesis | 7 | 20 | n/a | instant | 15 | the next offensive Telekinetic power cannot be resisted in anyway nor have its damage armor saved, blocked, negated, or reduced in any way by any item or skill • also inflicts 4x damage • if collision damage is caused from striking a target that is under the effects of the Immovable Object power then damage is 10x • on crit Unstoppable Force applies to the next 2 offensive Telekinetic powers cast |
n/a | Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Suggestion | yes | 208 | Soul | Psionic | Telepathy | 1 | 8 | n/a | instant | 20 | implant a simple suggestion in target's mind that slightly alters a decision they would already be making • i.e. cannot be used to make target attack allies, but could tell it which enemy to attack, which action to take, etc... • on crit implant 2 suggestions |
n/a | Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Mind Sear | yes | 209 | Soul | Psionic | Telepathy | 1 | n/a | action | 20 | single target, 1d6 damage x1 per Tier, can continue to channel each round (no Difficulty roll but must still roll to hit) until caster takes damage or is interrupted | n/a | Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid | |
Decurse | yes | 210 | Soul | Psionic | Telepathy | 1 | n/a | instant or action | 20 | removes one per three Difficulty curse/omen or other type of debuff against resist of level*4 of the curse caster • can use as instant at 5/remove • on crit removes an additional effect for free |
n/a | Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid | |
Telepathic Projection | yes | 211 | Soul | Psionic | Telepathy | 2 | 11 | n/a | action | self | creates up to three identical targetable copies of caster that cannot use skills, cause or take damage, or physically interact with anything, but can speak independently • on crit 2x resistance against dispelling copies |
n/a | Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Blink | yes | 212 | Soul | Psionic | Telepathy | 2 | 10 | n/a | action | self | caster moves from current location to anywhere within 15" in the blink of an eye • on crit may take another action after blinking |
n/a | Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Mind Blast | yes | 213 | Soul | Psionic | Telepathy | 3 | n/a | action | 20 | 2d6 per unique target, single hit roll, affected targets have -20 hit or cast with any attack, skill or power on their next turn | n/a | Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid | |
Mind Control | yes | 214 | Soul | Psionic | Telepathy | 3 | n/a | action | 20 | temporarily take over control of another being but caster is in trance-like state • any damage done to caster breaks the control • on crit 2x resistance to dispelling mind control • exact difficult is not revealed by the GM |
n/a | Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid | |
Mental Spear | yes | 215 | Soul | Psionic | Telepathy | 4 | 18 | n/a | action | 20 | LOS required, hits first target in its path, 3d12 damage, 50% stun, generates 1 Focus or 2 Vigor | n/a | Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Psionic Storm | yes | 216 | Soul | Psionic | Telepathy | 5 | 22 | n/a | action | 20 | no LOS required, if hits central target, roll a second hit to inflict 2d6 damage to all targets within 3", central target then takes sum of all damage dealt | n/a | Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Mass Hysteria | yes | 217 | Soul | Psionic | Telepathy | 6 | 25 | n/a | action | 20 | 1d4 damage, single hit roll, up to 10 enemies within 20" of caster • must take an Resolve test, if failed must move in random direction, if passed take extra 1d6 damage |
n/a | Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Erase Memory | yes | 218 | Soul | Psionic | Telepathy | 7 | 28 | n/a | action | 20 | caster erases targets memory of select events (or complete wipe), affected targets move randomly for remainder of battle and cannot attack or dodge • on crit 2x resistance to dispelling the effect |
n/a | Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Failure | yes | 220 | Soul | Psionic | Omen | 1 | 7 | n/a | action | 15 | while omen is active target suffers -2 Disadvantage on all Stat rolls and Stat roll-offs, as well as +10% critical miss/miscast chance | n/a | Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Frailty | yes | 221 | Soul | Psionic | Omen | 2 | n/a | action | 15 | while omen is active, target has -4HP/level of caster (can cause death) | n/a | Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid | |
Destruction | yes | 222 | Soul | Psionic | Omen | 2 | 12 | n/a | action | 15 | all damage against target is increased by +50% while Omen lasts | n/a | Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Strife | yes | 223 | Soul | Psionic | Omen | 3 | 14 | n/a | action | 15 | 30+2/level % chance target will move to and attack (with special ability if possible) closest ally • if hits both lose next turn, omen disappears after effect |
n/a | Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Grief | yes | 224 | Soul | Psionic | Omen | 3 | 15 | n/a | action | 15 | while omen is active, anytime target misses with an attack or fails with an ability they inflict the minimum damage of attack/ability upon themselves instead | n/a | Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Recklessness | yes | 225 | Soul | Psionic | Omen | 4 | 17 | n/a | action | 15 | while omen is active, target deals max damage and takes max damage | n/a | Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Victory | yes | 226 | Soul | Psionic | Omen | 4 | 18 | n/a | action | 15 | if target deals killing blow gain 25% of max vigor/fury/spirit/stealth/focus, 2 honor code stacks, or five Faith • effects double if self-cast, omen then disappears |
n/a | Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Fate | yes | 227 | Soul | Psionic | Omen | 4 | 19 | n/a | action | 15 | while omen is active target cannot be healed, buffed, debuffed, or decursed by any means without first passing an Resolve test | n/a | Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Destiny | yes | 228 | Soul | Psionic | Omen | 5 | 21 | n/a | action | 15 | if target is slain/knocked unconscious while omen is active they deal between 50-100% of their max HP physical damage to all within 4" | n/a | Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Wracking Pain | yes | 229 | Soul | Psionic | Omen | 6 | 25 | n/a | action | 15 | while omen is active target takes 2d8 damage | n/a | Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Death | yes | 230 | Soul | Psionic | Omen | 7 | 31 | n/a | action | 15 | if not dispelled before wearing off, target is slain | n/a | Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Second Sight | yes | 231 | Soul | Psionic | Psicognition | 1 | 7 | n/a | instant | self / 10 | while second sight is active target also gains +5 hit/5 levels with any type of attack, last up to one day • may consume as a reaction to re-roll a failed Stat test of any kind |
n/a | Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Future Sight | yes | 232 | Soul | Psionic | Psicognition | 1 | 7 | n/a | instant | self / 10 | for up to 1 hour (or 1 battle) the defensive reactions that normally must be announced prior to enemy rolls (i.e.parry or block) can instead be used after enemy has rolled | n/a | Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Clairvoyance | yes | 233 | Soul | Psionic | Psicognition | 1 | 9 | n/a | instant | 10 | Gain advantange equal to 1/2 your current Faith when attempting to detect hidden targets or objects this round. The caster can see the true form of any type of illusion, gain a mental awareness of any form of invisibility and perceives the true form of any shape shifting creature. Also reveals current HP, AC, and lowest resistance of a single enemy. | n/a | Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Mental Discipline | yes | 234 | Soul | Psionic | Psicognition | 2 | 11 | n/a | instant | self | next non-Faith action absed skill or spell grants caster +1 Faith, if next action is a Faith power caster instead has +1 to that Difficulty roll | n/a | Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Minor Premonition | yes | 235 | Soul | Psionic | Psicognition | 2 | 12 | n/a | reaction | self /10 | as a reaction to any dice roll, may change the number of a single dice (up or down) by an amount equal to 0.5/level | n/a | Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Deja Vu | yes | 236 | Soul | Psionic | Psicognition | 3 | 15 | n/a | instant | self / 10 | can keep one dice roll used for the next action taken and use it again on the following turn if using the same action, but cannot be done more than twice in a row | n/a | Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Precognition | yes | 237 | Soul | Psionic | Psicognition | 3 | 17 | n/a | reaction | self / 10 | when an enemy targest you (but before they roll), as a defensive reaction, add +25 resistance OR armor against the incoming attack (i.e. if its a physical attack then +25 Armor, if its a Fireball then +25 Elemental resist) | n/a | Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Metacognition | yes | 238 | Soul | Psionic | Psicognition | 4 | 21 | n/a | instant | self | if party member within 10" sacrifices their turn (even if it was a result of hard CC) caster can have a full second turn in their place | n/a | Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Retrocognition | yes | 239 | Soul | Psionic | Psicognition | 5 | 24 | n/a | reaction | self / 10 | After taking damage of any kind, if you remain conscious afterwards you may use a reaction to restore the damage taken. Any related benefits/effects that teh damage would have caused are also reverse/ignored (i.e. Fury gain or Focus lost) | n/a | Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Astral Projection | yes | 240 | Soul | Psionic | Psicognition | 6 | 26 | n/a | instant | self | separate into physical and soul form, 1d6 rounds, physical form uses physical abilities, soul form uses spirit/Faith powers has 2x move and is immune to physical damage | n/a | Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Death Premonition | yes | 241 | Soul | Psionic | Psicognition | 7 | 29 | n/a | action | 10 | caster sees target's death before it happens, therefore if cast on a slain target it returns them to the point just before the death blow | n/a | Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Transference | yes | 242 | Soul | Psionic | Psimaturgy | 1 | n/a | instant | 15 | the next physical attack made by the target has 50% life steal up to a maximum of 2 HP regained per level | n/a | Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid | |
Healing Hands | yes | 243 | Soul | Psionic | Psimaturgy | 2 | n/a | action | 2 | 1d6 HP x Tier of caster | n/a | Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid | |
Expel Ailment | yes | 244 | Soul | Psionic | Psimaturgy | 2 | Dispel | instant or action | 15 | removes targeted negative/harmful persistent faith effects, using resistance equal to 10x the Tier of the caster of the effect • multiply the Difficulty by the number of targeted effects within range • can also remove poisons, using resistance equal to 20x the rank of the poison • if sucessful, may choose to transfer negative effects to another target(s) within 6" if they fail a corresponding resistance test |
Dispel |
Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid | |
Healing Aura | yes | 245 | Soul | Psionic | Psimaturgy | 3 | n/a | action | 15 | single target gains 1d6 HP/round for 1 round/level of caster, max 4 rounds • if using greater than level 4 can distribute extra d6's/round evenly to targets w/in 3" (i.e. at level 8 1d6/round for four rounds for two targets, or at lvl10 1d6/round for four rounds for one target and three rounds for an additional two targets, etc) |
n/a | Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid | |
Restore Vitality | yes | 246 | Soul | Psionic | Psimaturgy | 3 | 16 | n/a | action | 15 | heals 2d10 HP +1 /level of target, also grants +10 hit for one round (only if target is not at max HP after heal) | n/a | Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Resonance | yes | 247 | Soul | Psionic | Psimaturgy | 4 | 16 | n/a | instant | self | next action that utilizes a class mechanic other than Faith gains addition critical hit chance equal to current Faith, half that bonus when chained with a Faith action | n/a | Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Resurgence | yes | 248 | Soul | Psionic | Psimaturgy | 4 | 21 | n/a | action | 15 | heals 3d10 HP +1/level of target, also grants target the ability to use two instants on their next turn (only if target is not at max HP after heal) | n/a | Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Bolster Defences | yes | 249 | Soul | Psionic | Psimaturgy | 5 | n/a | instant | 15 | grants +15 to AC and all resistances for one round on each target | n/a | Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid | |
Purge | yes | 250 | Soul | Psionic | Psimaturgy | 5 | 22 | Dispel | action | 15 | automatically removes any and all persistent/ongoing effects on a single target regardless of positive or negative effects • can also be used to attempt to dispel/shatter any faith based enchant/crafting |
Dispel |
Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Psimaturgical Echo | yes | 251 | Soul | Psionic | Psimaturgy | 6 | 25 | n/a | instant or action | 15 | use any Psimaturgy power of <= 14 Difficulty, that power is then repeated at the start of next two turns, while echo is present cannot use further Psimaturgy powers | n/a | Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Immortality | yes | 252 | Soul | Psionic | Psimaturgy | 7 | 27 | n/a | action | 15 | while active, if target sustains damage that would drop it below zero it is placed in an invulnerable stasis until after the battle is over | n/a | Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |