The Holy Faith Path represents faith in the Divine, the Spirit of Creation, and deals in the same power bestowed upon the angelic beings of the First Creation. Those who put their faith in the Divine are granted tremendous powers emphasizing Healing, Blessing, and Protecting friends and allies, as well as Invoking Divine forces against your foes and Exorcising demonic forces and powers. While these powers are granted to anyone with Faith to believe, they are just as easily taken away if used for the wrong reasons.
Holy powers are typically the most structured Faith Path, with churches, temples and other such organizations governing over them. Holy powers are diametrically opposed to Demonic powers and therefore the two powers cannot coexist, even in the form of craftings or enchants. Also, because demons and demonic forces are a corrupted abomination of creation, Holy powers are particularly potent against them.
Contents
Holy Faith Passives
General Passive Effects
Anyone using Holy powers benefits from these passive effects:
Demonic Counter
- All offensive Holy powers receive +5% critical cast chance against any Abomination of Creation (i.e. Demons, Devils, Hell Fiends) or demonic False Creation (i.e. Undead) or those wielding Demonic powers or otherwise benefiting from them (including Craftings and Enchants)
Exclusive Passive Effects
Those choosing to EXCLUSIVELY follow the Holy Faith path have the following passive skills:
Purification
- All beneficial or defensive Holy powers that are successfully cast on a target have a passive 5% per tier chance to cure, dispel, or otherwise remove one persistent Demonic based effect (NOT including Craftings and Enchants)
Holy Faith Disciplines
To Specialize in a particular Holy Faith Discipline requires the use of Secondary Skills, see Specialist Secondary Skills.
Prayer
Prayers are Tier 0 powers that all Holy Faith classes have access to by default. They do not require Difficulty rolls and cannot critically cast or miscast. The Prayer Discipline cannot be selected as a specialization.
Healing
Single target unless otherwise specified; healing spells used on undead enemies count as holy damage but do not have the “level of target” bonus.
Critical Cast: Causes double the healing (double damage if used vs. undead). Remove Curse & Cure Ailment removes one additional effect. Resurrection brings target back at 1/2 HP/Vigor/Spirit
Miscast: One Faith is consumed and the power fails. If it was an instant power, no action power can be cast for the remainder of the turn.
Blessing
Single target, last for duration of battle, only one of each blessing/caster can be present in a party. Can never be present on demonic, undead or demonically influenced targets (i.e. those wielding equipment with demonic craftings/enchants or using demonic faith powers) unless as a ‘Corrupt’ blessing (see Demonic Powers: Corruption).
Critical Cast: The Blessing can be placed on a second target that is within range
Miscast: One Faith is consumed and the Blessing fails. No action power can be cast for the remainder of the turn.
Protection
Single target LOS required and not dispelable in any way, unless otherwise specified.
Critical Cast: Effects are doubled (where applicable), see individual descriptions for more details. Heavenly Shield which instead gains double the damage shielding value
Miscast: One Faith is consumed and the power fails. If it was an instant power, no action power can be cast for the remainder of the turn.
Invocation
Invocation powers are offensive in nature, invoking powerful aspects of the divine to inflict direct damage or otherwise punish or debilitate foes. Invocation powers are typically single target only and required LoS, unless otherwise specified.
Critical Cast: causes double damage
Miscast: One Faith is consumed and the power fails. If it was an instant power, no action power can be cast for the remainder of the turn.
Exorcism
Exorcism powers are typically only effective against targets that are demons, undead, demonically possessed/influenced, or otherwise inherently evil. Unless otherwise specified, Exorcism powers are single target.
Critical Cast: causes double damage or if non-damage has 2x as much resistance to being dispelled
Miscast: One Faith is consumed and the power fails. If it was an instant power, no action power can be cast for the remainder of the turn.
Holy Faith Powers
Spell Name | Publish | ID | Domain | Path | Discipline | Tier | Difficulty | Archetype | Use | Range | Description | Archetype Details | 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 | 5 per Tier | n/a | action | melee | Heals 5 HP per Tier | n/a | Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Remove Curse | yes | 8 | Divine | Holy | Healing | 1 | 13 (16 inst) | 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 Removes, negates, or otherwise alters a persistent or ongoing effect that the caster is aware of. If the Tier of the caster of the effect is unknown, use the Tier of the effect instead. Typically, this is an action OR can be used as an instant for double the Spirit cost. |
Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Cure Ailment | yes | 9 | Divine | Holy | Healing | 1 | 13 (16 inst) | 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 Removes, negates, or otherwise alters a persistent or ongoing effect that the caster is aware of. If the Tier of the caster of the effect is unknown, use the Tier of the effect instead. Typically, this is an action OR can be used as an instant for double the Spirit cost. |
Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Minor Heal | yes | 10 | Divine | Holy | Healing | 2 | 15 | n/a | action | 20 | 1d12 HP +1/level of target | n/a | Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Regenerate | yes | 11 | Divine | Holy | Healing | 2 | 13 +1 per level | n/a | action | 20 | 1d6HP/round for 1 round/level of caster, max 5 rounds, if using greater than level 5 distribute extra d6's evenly starting at 1st round | n/a | Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Major Heal | yes | 12 | Divine | Holy | Healing | 3 | 20 | n/a | action | 20 | 2d12 HP +1 /level of target | n/a | Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Mass Healing | yes | 13 | Divine | Holy | Healing | 3 | 16 +2 per target | n/a | action | 20 | 1d12 HP +0.5/level of target, for up to 6 friendlies w/in 20" of caster, roll a single 'hit' roll | n/a | Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Vital Healing | yes | 14 | Divine | Holy | Healing | 4 | 25 | n/a | action | 20 | 3d12 HP +1/level of target | n/a | Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Quick Heal | yes | 15 | Divine | Holy | Healing | 5 | 20 | n/a | instant | 20 | 2d8 HP +1 /level of target, instant ability, if using Quick Heal next action cannot be another Heal | n/a | Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Healing Font | yes | 16 | Divine | Holy | Healing | 6 | 29 | 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 | 32 +1 per day | 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 | 11 + 2 per Tier | 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 | 12 | 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 | 15 | 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 | 16 | 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 | 18 | 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 | 19 | 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 | 3 per Tier | 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 | 18 | 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 | 19 | 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 | 24 | 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 | 33 | 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 | 12 | 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 | 10 +1 per level | 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 places a magical shield around a single target's body that blocks out damage and negates certain related effects, but only from external sources (i.e. no effect against self inflicted damage/effects). • When critically cast, doubles the value of the shield • Remains until end of battle or until shield gives out • attacks with extra effects (i.e. silence or stun) do not inflict their effects if the damage does not penetrate the shield • the attack which destroys the shield inflicts an effect back on the attacker that can be resisted without modifiers |
Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Divine Ward | yes | 31 | Divine | Holy | Protection | 2 | 16 | 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 | 17 | 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 | 17 | 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 | 17 | 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 | 17 | 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 | 17 | 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 | 17 | 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 | 17 | 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 | 8 + Angel Threat Rating | 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 Conjures/summons an active combat Ally under the casters control • requires 1 minute of uninterrupted casting time outside of combat • if cast as an action during combat the Ally appears at the start of the casters next turn, provided they were not interrupted • can be cast an unlimited number of times, provided any Ally of the same type from previous castings no longer exists • Ally appears within range of the caster and moves as they dictate • the Ally uses the casters Initiative Score and will attempt to protect or aid the caster (and their allies) and/or attack as directed • Ally will remain under the control of the caster for up to 24 hours but will leave/dissapear if they are mistreated • control is lost if the caster is knocked unconscious, sleeps or otherwise loses control of their mental faculties and the Ally either disappears or becomes hostile • if the caster unwillingly loses control the Ally acts on is own Initiative Score and is worth XP if destroyed |
Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Holy Mark | yes | 40 | Divine | Holy | Protection | 3 | 17 | 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 | 22 | 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 | 24 | 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 | 24 | 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 | 30 | 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 | 33 | 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 | 11 | 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 | 11+ Angel Threat Rating | 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 Conjures/summons an active combat Ally under the casters control • requires 1 minute of uninterrupted casting time outside of combat • if cast as an action during combat the Ally appears at the start of the casters next turn, provided they were not interrupted • can be cast an unlimited number of times, provided any Ally of the same type from previous castings no longer exists • Ally appears within range of the caster and moves as they dictate • the Ally uses the casters Initiative Score and will attempt to protect or aid the caster (and their allies) and/or attack as directed • Ally will remain under the control of the caster for up to 24 hours but will leave/dissapear if they are mistreated • control is lost if the caster is knocked unconscious, sleeps or otherwise loses control of their mental faculties and the Ally either disappears or becomes hostile • if the caster unwillingly loses control the Ally acts on is own Initiative Score and is worth XP if destroyed |
Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Retribution | yes | 48 | Divine | Holy | Invocation | 2 | 17 | Burst | action | 15 | single target, no LOS required, 3d6 damage, +1% crit per level | Burst no direct projectile therefore no LOS required and no dodge allowed, however caster must still have some reason to know that a target exists |
Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Repentance | yes | 49 | Divine | Holy | Invocation | 3 | 5 per Tier | 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 | 20 | 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 | 23 | 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 | 27 | 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 | 16 +1 per Target | 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 | 27 | 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 | 29 | 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 | 34 | 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 | 8 + Demon threat rating | 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 | 12 | 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 | 15 | 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 | 18 | 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 | 19 | 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 | 21 | 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 | 19 | 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 spirit 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 it 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 | 22 | 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 | 14 +1 per extra point of damage | 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 Imbues powers/effects onto a weapon (including natural weapons such as animal claws/bites, or fists) • cannot stack imbues on a weapon but stays on the weapon until successfully hitting • does not stack or chain with skills/powers other than 'strikes', 'shots', or unarmed Focus skills • roll to cast immediately, where a crit cast doubles the dispel resistance • some imbues may require additional resist rolls upon hitting • unless otherwise stated, in order for imbue effects to be applied the physical attack must hit |
Priest, Cleric, Paladin, Monk, Shaolin, Zealot, Druid |
Divine Presence | yes | 66 | Divine | Holy | Exorcism | 6 | 27 | 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 | 32 | 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 |