User Tools

Site Tools


priest

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revision Previous revision
Next revision
Previous revision
priest [2012/12/14 22:58]
jamesg
priest [2017/08/02 07:55] (current)
toml
Line 1: Line 1:
 ====== Priest ====== ====== Priest ======
 +This page only includes core priest skills, please go to one of the pages below to see all priest skills for the specific priest type.
 +
 +  * [[:​leader_priest|The Leader]]
 +  * [[:​tender_priest|The Tender]]
 +  * [[:​builder_priest|The Builder]]
 +  * [[:​warrior_priest|The Warrior]]
 +  * [[:​traitor_priest|The Traitor]]
  
 ===== Core Skills ===== ===== Core Skills =====
  
-The skills ​and miracles that a priest has access to are determined in part by which god they worship. All priests have access to the following skill treeand then the two for the appropriate god.+====Class Feature - Miracles ​and the Gaze of the GodsSoul Pact ====
  
-{{gdraw>​1NZGUbIOBIoIXIHigE0mbfMzemlOkNiC3EVt-bxwel5o width=800 title="​test title" center}}+Through bringing the gaze of their gods upon themselves, priests can invoke miraculous powers that can both turn the tide of a battle or achieve great wonders outside one. In order to invoke miracles a priest requires some amount of divine attention. Four times per adventure, priests can gain the Gaze of their god, allowing them to work any number of miracles in an encounter. In addition to this, ranks of the divine favour skill allow priests to work a limited number of specific miracles in every encounter. In both cases, invoking material requires a certain duration of religious roleplaying (chanting, praying etc.) before the effect occurs. This does not hinder the priest in any way save the distraction of trying to chant while fighting.
  
-===== Tender Priest =====+You may buy any number of miracles at each level on the tree, but each costs a skill point. You must have at least one Miracle from a level before you buy a miracle from the next.
  
 +Additionally,​ you get the first level of Divine Aura for free.
  
-{{gdraw>​1E6FgQrzIWkF45d4l20of9ECHcfB5qVIXX_mxrcVWwsY width=800 title="test title" center}} +== Soul Pact ==
-{{gdraw>​1X6u-w01Uicb3tSdwcKdCmcdOHaImugmBdGU0eiRTZlE width=800 title="test title" center}}+
  
-===== Leader Priest ===== +As of [[resources:​adventure:​Oblitus Mundi]]all priests ​and those with Divine Favour need to be blessed by either their god or a priest ​who has been blessed by their god in order to bind their soul to that source ​of power This is free feature ​of being a Priest or having a Divine Favour and metaphysically ties your soul to another being You should note who has blessed you with this pact ​Without this pact, you will be unable to use miracles ​of your god.
- +
- +
-{{gdraw>​1erjqzlPTPkH12pchCRUkbxsMi8BHkNLBMqMHHGScvl4 width=800 title="​test title" center}} +
-{{gdraw>​1nNkzgwuq0U1pFu2NucLUjIK6ELkEBsLzoRm98g-7Px8 width=800 title="​test title" center}} +
- +
-===== Warrior Priest ===== +
- +
- +
-{{gdraw>​1NSHwQZ9JF1Jg-DSghS8lOzhiE789ooDn5aqhMlzbPmQ width=800 title="​test title" center}} +
-{{gdraw>​18sKuegTrjtl9Yg2UemZgiKpirYSFj3h7Mnm2kxtO01s width=800 title="​test title" center}} +
- +
-===== Builder Priest ===== +
- +
- +
-{{gdraw>​1uGThuvZ5TWYpVlGVyqCT0bNctFWjIvsIi7uaIo_7u2s width=800 title="​test title" center}} +
-{{gdraw>​1Hw2_tfYbAKwRuawv5HkZ0ya1UPzffVmbvIqmS6j3wnU width=800 title="​test title" center}} +
- +
-=====Class Feature - Miracles and the Gaze of the Gods===== +
- +
-Through bringing the gaze of their gods upon themselves, priests ​can invoke miraculous powers that can both turn the tide of a battle ​or acheive great wonders outside one. In order to invoke miracles ​a priest ​requires some amount of divine attention. Four times per adventure, priests can gain the Gaze of their god, allowing them to work any number of miracles ​in an encounter. In addition ​to this, ranks of the divine favour skill allow priests ​to work a limited number ​of specific miracles in every encounterIn both cases, invoking material requires ​certain duration ​of religious roleplaying (chanting, praying etc.) before the effect occursThis does not hinder the priest in any way save the distraction ​of trying to chant while fighting. +
- +
-===== Core Skills =====+
  
 +If you acquire multiple Soul Pacts for some reason, please note this to the LARPO who will provide you with additional effects.
 ==== Light Armour Swiftness ==== ==== Light Armour Swiftness ====
 +1 dodge while in light armour. +1 dodge while in light armour.
 ==== Light Armour Training ==== ==== Light Armour Training ====
 Gain the listed amount of extra hits while in light armour. Gain the listed amount of extra hits while in light armour.
-==== Hardy ==== +
-Gain one extra body hit+
 ==== Tough ==== ==== Tough ====
 Gain two extra body hits. Gain two extra body hits.
Line 50: Line 35:
 Whenever you are reduced to 0 body hits, you may continue fighting for 5 seconds before falling unconscious. Ignore any additional damage you take during this time (effect calls still affect you). Whenever you are reduced to 0 body hits, you may continue fighting for 5 seconds before falling unconscious. Ignore any additional damage you take during this time (effect calls still affect you).
 ==== Divine Favour ==== ==== Divine Favour ====
-When you purchase this skill, you also gain any one Miracle skill you could purchase of this skill’s level or lower. In addition to being able to use that miracle while channeling the power of your god, you may always use it ONCE per encounter. You still need to perform the appropriate amount of religious roleplay. If a Miracle used this way would normally generate an encounter long effect on you, it instead lasts for ten seconds.+When you purchase this skill, ​**you also** gain any one Miracle skill you could purchase of this skill’s level or lower. In addition to being able to use that miracle while channeling the power of your god, you may always use it ONCE per encounter. You still need to perform the appropriate amount of religious roleplay.
 ==== Intercession ==== ==== Intercession ====
 Once per adventure, you may use any one miracle you know of level four of lower without preparation time. Once per adventure, you may use any one miracle you know of level four of lower without preparation time.
-==== Divine Aura ==== +==== Improved ​Divine Aura ==== 
-Each level of this provides a different effect depending on which god you follow: +Double the effect ​of your Divine Aura. In addition, ​you may invoke a miracle of up to level 2 once per adventure while not under the Gaze of the Gods. This is on top of the Level 1 miracle your initial aura granted ​you. 
-=== Tender === +==== Touch of Divinity ==== 
-Your allies’ wounds close up soon after they open. Your party heals one body hit after each encounter for each level of this skill you possess+You are infused with some of the power of your god. When acting in support of your gods purview, people and things around you will be affected ​by this - a Tender priest who works a field will get slightly better results than a lay person, and soldiers will snap off salutes all the more smartly when a leader priest calls them to attention. Once per adventure you can attempt to channel slightly more of this power to achieve a minor boon within your god’s purview, such as a warrior priest blessing a weapon to strike true against a terrible beast, or a builder priest marshalling a team to put up a fortification in hours. This should have a mechanical effect at GM discretion, roughly on the level of granting the effects of a blessed weapon to 2-3 members of the party for an encounter. However, if your god does not approve of the miracle ​you attempt to call in, it is likely to fail
-=== Leader ​=== + 
-Your allies’ will is strengthened ​by your presence, and they may call one resist ​to FEAR per encounter for each level of this skill you possess+You can also sense the flow of divine power, ​and by concentrating on someone will be able to tell if they are a priest. If you encounter someone with Personal Power, or who is a god, you will be able to tell without concentration. 
-=== Builder === + 
-Your allies’ armour is hardened ​and fortified ​by your presence. Your party’s armour can be repaired up to one higher than its usual maximum for each rank of this skill you possess+==== Miracle ==== 
-=== Warrior ​=== +Once per an adventure, with 15 seconds role play, you can pull down great chunk of your god’s power to achieve something potent within their purview once per adventure. As long as the miracle falls within your god’s purview, it **will** come to pass, even if your god does not approve ​of the precise decision taken - though ​this can have consequences down the line. 
-Your allies’ fighting spirits are enhanced. Your party may call +1 damage on blow per encounter for each level of this skill you possess. This stacks ​with STRENGTHEN.+ 
 +This miracle has the following limits: it may not permanently alter the flux and the miracle cannot affect peoples knowledge or beliefs. The miracle will usually be more impressive/​far-reaching ​with more worshippers of the god presentYou may tell the GM what you are intending, but the exact effects will be determined by the GM. 
 ==== Congregation ==== ==== Congregation ====
-You have a congregation to which you regularly preach. Tithes and donations provide you with an additional ​10 Acra between adventures. In terms of mechanic, this congregation is a small resource, but does not count towards the total number of resources you may have. You may choose to invest money in your congregation to upgrade ​ir, at which point it **does** count towards your total number of resources. You should use the table below for upgrading your congregation. Upgrading the congregation does not cost any skill points.+You have a congregation to which you regularly preach. Tithes and donations provide you with an additional ​9R between adventures. In terms of mechanic, this congregation is a small resource, but does not count towards the total number of resources you may have. You may choose to invest money in your congregation to upgrade ​it, at which point it **does** count towards your total number of resources. You should use the table below for upgrading your congregation. Upgrading you congregation follows the usual upgrade rules. Upgrading the congregation does not cost any skill points.
  
-^ Name ^ Level ^ Type ^ Cost to upgrade ​^ Rules ^ +^ Name ^ Level ^ Type ^ Cost ^ Rules ^ 
-|Small Congregation|2|NA|NA|Tithes and donations provide you with an additional ​10 Acra between adventures.| +|Small Congregation|1|NA|NA|Tithes and donations provide you with an additional ​9R between adventures.| 
-|Medium Congregation|3|NA|200|Tithes and donations provide you with an additional ​20 Acra between adventures.| +|Medium Congregation|3|NA|136R|Tithes and donations provide you with an additional ​18R between adventures. Once per adventure, you can call on your congregation to achieve a small appropriate task off-screen, such as tailing a suspect or distracting a unit of guards.| 
-|Small Church|4|NA|600|Tithes and donations provide you with an additional ​60 Acra between adventures. You have a reasonable standing in your church and some sway over your congregation.| +|Small Church|4|NA|320R|Tithes and donations provide you with an additional ​27R between adventures. You have a reasonable standing in your church and some sway over your congregation. You can call on them once per adventure to achieve reasonable off-screen tasks (searching for a piece of information,​ staging a protest or riot). You have the resources to bless items, weapons, and armour as per the Holy Crusader "​Blessed Weapon"​ skill (one per adventure).| 
-|Medium ​Church|5|NA|1200|Tithes and donations provide you with an additional ​120 Acra between adventures. You have a good standing in your church and great sway over your congregation.|+|Large Church|5|NA|520R|Tithes and donations provide you with an additional ​36R between adventures. You have a good standing in your church and great sway over your congregation. You can call on them once per adventure to achieve reasonable off-screen tasks (searching for a piece of information,​ staging a protest or riot). You have the resources to bless items, weapons, and armour as per the Holy Crusader "​Blessed Weapon"​ skill (one per adventure). If you have the church backing skill it now extends to Superior Weapons. **Additionaly:​** You may hold a special extended ceremony to lay a permanent blessing upon an individual who fights for your church as a champion, this is a BIG DEAL, and is likely to end badly for you if your champion ever violates the strictures of the church or does something which the Church seniors disagree with. This is the same ceremony conducted on Level 4 Holy Crusaders, although the exact effects are likely to be different.|
 ==== Church Backing ==== ==== Church Backing ====
 Your church views you as a valuable priest and member, and will provide you with any standard equipment you request (within reason). This also provides additional benefits in situations where the church’s influence could be useful. Your church views you as a valuable priest and member, and will provide you with any standard equipment you request (within reason). This also provides additional benefits in situations where the church’s influence could be useful.
 ==== Hierarch ==== ==== Hierarch ====
 You are one of the leaders of your church. This provides major influence within the city, and other effects at GM discretion. You are one of the leaders of your church. This provides major influence within the city, and other effects at GM discretion.
- 
-===== Church Specific Skills ===== 
- 
-===== The Tender: ===== 
- 
- 
-==== Emergency Aid ==== 
-You may, with 10 seconds roleplay, restore 1 HP to a character on 0 HP. This only works once per character per encounter regardless of who delivered the Emergency Aid 
-==== Patch Up ==== 
-Once per encounter, with 10 seconds of roleplay, you may restore up to 4HP, the character is then Weakened until the end of THIS encounter 
- 
-==== Resuscitate ==== 
-You may, with 10 seconds roleplay, restore 4 HP **to a character on 0 HP**. You can also use this ability to restore anyone on less than 4hp to 4hp between encounters. 
-==== Surgery ==== 
-You may, with 1 minute of roleplay, fully restore a character’s HP. They will be Weakened until the end of the FOLLOWING encounter) 
- 
-==== Fast Work ==== 
-Gain one additional use of patch up per encounter. 
-==== Quality Work ==== 
-Patch Up restores up to 6HP 
-==== Medical Knowledge ==== 
-Allows for the diagnosis and treatment of minor diseases, and for the diagnosis of addictions to class C and D potions. While very minor diseases might be curable with a quick herbal preparation,​ serious diseases and addictions will require the “Suppress Symptom” ability. 
- 
-==== Shield Skills ==== 
-See [[:​fighter]] 
-==== Holy Protector ==== 
-You gain one DODGE per encounter while wielding a shield. This may ONLY be used on behalf of an ally within swords reach of you, by calling DODGE THAT or BODYGUARD DODGE. 
- 
-===== The Warrior ===== 
- 
-==== Weapon Use/​Mastery/​Talent ==== 
-Each warrior priest may select a SINGLE weapon type from the fighter weapon list for which they may purchase these skills. For Skill descriptions,​ see [[:​fighter]]. 
-==== Attention Grabbing ==== 
-Your character, through taunts or fast talking, is good at drawing foes attention. After talking to/taunting a target for a few seconds, you can say “keep looking at me”, after which they should do so as long as you continue talking/​taunting,​ and they are not surprised by an attack from another direction (which breaks their concentration on you). 
-==== Holy Destroyer ==== 
-Once per adventure, you may declare that you intend to destroy a target. You call +1 damage against them, which stacks with STRENGTHEN. The effect persists beyond the encounter if they get away, but you may only ever have one instance of this ability active against a given individual. 
-==== Shrug off Trickery ==== 
-The warrior protects you from trickery and magic. You may call one RESIST per encounter to a non-weapon based attack or effect (such as a spell or wayfinder ability). 
-==== Holy Challenge ==== 
-Once per adventure, you declare a challenge against a target, and the Warrior ensures your fight is uninterrupted. Until either you or they are reduced to 0 body hits, no one outside the challenge may damage or heal either of you. 
-==== Vow to the Warrior ==== 
-Through the priest, the Warrior will bear witness to martial vows sworn with appropriate ceremony. This will have effects at GM discretion. 
-==== Armoury ==== 
-The church of the Warrior has extensive armouries from which priests may draw. The character can borrow any quantity of superior equipment, and one piece of master crafted equipment per adventure. 
-===== The Leader ===== 
-==== Rapier Skills ==== 
-See [[:​Fighter]] for skill descriptions. 
-==== Diplomacy Skills ==== 
-See [[:​Skirmisher]] for skill descriptions. 
-==== Influence ==== 
-The character has contacts in useful places in Acryn and surrounding cities, allowing some aid in working with official and unofficial bodies 
-==== Noble Connections ==== 
-The character has connections and influence among Acryn’s nobility. 
-==== Council Connects ==== 
-The character has connections and influence among Acryn’s council. 
-==== Wealth ==== 
-The character gains an investment worth up to 50 Acra. 
- 
-===== The Builder ===== 
- 
-==== Mace/Hammer skills ==== 
-See [[:​Fighter]] for skill descriptions. 
-==== Craftsman 1 ==== 
-The character can carry out field repairs to standard quality armour of all classes, and can fix shattered standard equipment with access to a smithy. 
-==== Craftsman 2 ==== 
-As Craftsman one, but the character can repair superior equipment, and gains the ability to field repair standard weaponry and shields, and superior armour. In addition, the character can craft a single standard item between each adventure. 
-==== Craftsman 3 ==== 
-As craftsman one, but can repair master crafted equipment, and can field repair master-crafted armour, superior weaponry and shields. In addition, the character can now choose to craft EITHER two standard or one superior item between adventures. 
-==== Master Craftsman ==== 
-As craftsman one, but the character can field repair any non-artifact weaponry or shields, field repair artifact armour and repair other artifact equipment in a smithy. In addition, the character can choose to manufacture EITHER one mastercrafted,​ two superior or four standard items between each adventure. Finally, the character can contribute to the creation of artifacts. 
-==== Builder ==== 
-You know how to build most common types of building. Mostly a between adventures thing. 
-==== Engineer ==== 
-You know how to construct complex buildings or devices (such as siege weaponry). Mostly a between adventures thing. 
-==== Craftsman’s Eye ==== 
-Thanks to the blessings of the Builder, the character can discern how to construct or make something by observing it for a short while, including roughly how much material they would need. 
-==== Divine Inspiration ==== 
-If a character desires to construct something, plans for how to create it will flood into their head over the course of around a day. The idea will consume the character'​s thoughts for some time, so this ability can only be used ONCE per adventure. Please note - this can only be used to devise creations of approximately the correct tech level for the game (i.e. no pistols/​lasers). 
- 
-===== Miracles ===== 
-Most miracles are listed with the time it takes to invoke them and their effect. Some miracles are improvements of lower level ones, and will instead detail how they differ. 
-==== Tender Miracles ==== 
-=== Level 1 === 
-== Healing Light == 
-10 sec: HEAL 2 any one target you can see. 
-== Geyser == 
-20 sec: A spring of fresh water bubbles up through the ground at the feet of the caster. It will remain until the caster loses the attention of the tender. 
-=== Level 2 === 
-== Healing Wave == 
-10 sec: Mass heal 1 party. 
-== Stay the Claw == 
-15 sec :WEAKEN an animal. If used on a non-hostile creature, this can instead be used to befriend an animal. 
-== Wave of Fertility == 
-60 sec: All plant life within 10 metres of the caster begins to flourish towards fruition. If uninterrupted,​ they will reach a harvestable state within three minutes. 
-== Convalescence == 
-30 sec: Remove any mundane disease from a target. 
-=== Level 3 === 
-== Healing Touch == 
-20 sec: For the next 15 seconds, all weapon blows you strike call HEAL 1 instead of their normal effect. 
-== Ward the Wasting == 
-10 sec: Remove WEAKEN from a target. For the rest of the encounter, that target is immune to WEAKEN. 
-== Create Plants == 
-15 sec: A small patch of plant life of the caster’s choice appears and fruits at the feet of the caster. 
-== Master of Beasts == 
-30 sec: Caster may call Mass Fear against bestial foes 
-=== Level 4 === 
-== Rejuvenation == 
-20 sec: Heal FULL a target 
-== Healing Flood == 
-Healing Wave improves to HEAL 3. 
-== Purification of the Body == 
-60 sec:  Remove any disease or addiction from a target. A target may have only a single addiction purged this way per adventure. 
-=== Level 5 === 
-== Wave of Rejuvenation == 
-60 sec: Heal FULL PARTY. 
-==  Resurrection == 
-120 sec: Restore an individual who has perished in the last hour to life. Drawing on this much power instantly loses the gaze of the gods. 
-== Wave of Life == 
-300 sec: Power erupts outwards from the user in colossal waves. For a mile in each direction, the land erupts in fertility, generally of a form useful to humanity (fruit groves, lush fields, bubbling springs of clean water etc.). The priest using this gradually vanishes as the power consumes them. The area affected remains permanently Stabilised. 
-====Warrior Miracles==== 
-=== Level 1 === 
-== Mighty Blow == 
-10 sec: The caster may call + 1 rank of damage on their next attack (stacks with Strengthen effects). Only one charge can be ever be prepared at once. 
-== Warrior’s Cunning == 
-20 sec:  The caster may “Dodge” the next blow that strikes them. You cannot "​stack"​ these dodges - only one can be in place at any one time. 
-=== Level 2 === 
-== Strike True == 
- 
-15 secs:  The caster may call the appropriate special call for their weapon on their next attack. 
-== Never Unarmed == 
- 
-10 sec: The caster manifests a spectral sword in their hand. The caster may count it a superior version of whatever weapon they have skills in if they wish. Alternatively,​ a weapon they are already holding may be changed to take the form of any they wish to use. Either way, the weapon cannot be shattered. It lasts for the rest of the encounter. OOC: we recommend that anyone with this prayer carry a spare sword in a scabbard if at all practical. 
-== Face me, Beast! == 
- 
-10 sec: Targeted non-sentient creature is drawn to focus its attacks on the caster (within reason), and not to flee from the confrontation. 
-== Master’s Sweep == 
- 
-20 sec: Caster may call a Strikedown at a target within sight. 
-=== Level 3 === 
-== Unyielding Might == 
- 
-20 sec: For the rest of the encounter, the caster is immune to the Rend call. 
-==  Brute Strength: == 
-5 sec: The caster STRENGTHENS themself for the next 30 seconds. They are immune to weaken for the duration. 
-== Unbowed, Unbroken == 
- 
-20 Sec: The caster may HEAL 4 themself. 
- 
-== Improved Mighty Blow== 
- 
-Mighty blow improves to 5 seconds 
- 
-=== Level 4 === 
-== Improved Strike True == 
-Strike True improves to 5 seconds. 
-== Blazing Blade: == 
- 
-20 sec: For the rest of the encounter, the caster may apply the “Through” effect to any attacks they make. 
-== Reaping Swing: == 
- 
-10 sec: You swing your weapon towards a target, and it strikes them despite the distance. You may call any call you could make with a weapon you are holding at an enemy within sight. If you use an effect call, this DOES use up one of your uses for the encounter. 
-=== Level 5 === 
-== Titan of Battle == 
-30 secs:Once invoked the caster is immune to *all* effects other than raw damage from attacks against them for the rest of the Encounter. 
-== Warrior’s Mighty Sweep == 
- 
-5 Sec: You swing your weapon in a mighty arc, glowing with the holy fire of the warrior. You may call the appropriate call from Weapon Talent 1 for your weapon as a MASS (arced if you wish). If the weapon does not have a defined Weapon Talent 1 call, use STRIKEDOWN. The sheer power of this ability abates the gaze of the gods. 
-== Final Blow == 
- 
-120 secs:  The caster may instantly slay the next foe they strike. This cannot be dodged or otherwise resisted. The caster is destroyed by the power unleashed, and passes into legend. 
- 
-==== Leader Miracles ==== 
-=== Level 1 === 
-== Embolden == 
-10 sec: Target ally (not yourself) may call +1 damage on their next attack. 
-== Drop your weapon! == 
-20 sec: Your words cause one of the targets arms to seize up, Disarming whatever is held in it. 
-=== Level 2 === 
-== Instil Might == 
-10 sec: Target ally other than yourself is strengthened. 
-== Strike Them Down! == 
-20 sec:: Target ally other than yourself may call a strikedown on their next blow. 
-==  Sap will == 
-20 sec: Target is weakened. 
-== Hear Me! == 
-20 sec:For the rest of the encounter, the priest’s voice is magically amplified, and instilled with a terrible authority. They can be heard for hundreds of metres around, and even people who don’t agree with them will be impressed. 
-=== Level 3 === 
-== Cower Before Me! == 
-20 sec: Cause Fear on a target. 
-== Improved "Drop Your Weapon"​ == 
-Drop your Weapon improves to 10 sec. 
-== Cease your deceptions! == 
-30 seconds: Authority boils out from the priest, and those nearby find themselves incapable of speaking falsehood. For the rest of the encounter, no one who can hear the priest speaking can knowingly lie. 
-== Cut them down! == 
-20 sec: All of your allies may call +1 damage on their next attack. 
-=== Level 4 === 
- 
-== Gather Your Might! == 
-Instill might improved to 5 sec. 
-== Fight On! == 
- 
-30 sec: Target unconscious ally is restored to their maximum body hits. After thirty seconds, they lose these hits again if they haven’t already. A target may only be affected by this prayer once per encounter. 
-== You Dare Not Strike Me! == 
- 
-20 sec: Targeted foe will avoid attacking the caster unless no other target is available for the rest of the encounter. 
-=== Level 5 === 
-== Flee before me! == 
-10 sec: You may call MASS FEAR, which may be arced, and does not affect your party. Using this ability draws on the full reserves of the Leader’s might, and causes the Gaze of the Gods to Abate. 
-== Revelation == 
-120 sec: You raise your voice to the heavens, declaring your cause for the world to hear. You then immediately fade away. The idea you have proclaimed, whether existing or novel, will begin to occur to anyone working in the appropriate circles as a good one, and spread out into the world. 
-== Unending Fervour == 
-60 sec: As long as you continue chanting, no ally within earshot (this EXCLUDES yourself) can fall below one body hit. (Two leader priests cannot use this at the same time, as only one can be a true leader at once). 
- 
-==== The Builder ==== 
-=== Level 1 === 
-== Rework == 
-  
-10 sec: You may RENEW 2 the suit of armour a target is wearing. THis may not take it above its normal maximum hits. 
-== Concussive strike == 
- 
-20 sec: You may call MASS ZERO STRIKEDOWN the next time you connect with a melee weapon blow. This cannot be arced and affects you. 
-=== Level 2 === 
-== Remake == 
-20 sec: The priest may instantly repair a shattered item. Over longer periods of time, this can be used to repair larger partially damaged structures (i.e. shoring up a cracked fortress wall. 
-== Construct == 
- 
-30 sec:  The priest may create an item the he understands the construction of from appropriate raw materials. Equipment will be of standard quality only. 
- 
-== Transmutation == 
- 
-20 sec: The priest may transform ​ large quantity of any common construction material into another common construction material. For example, a huge boulder could be turned into a pile of timber planks. 
-== Armourskin == 
-20 sec: The target gains two points of additional armour as their skin hardens. 
-=== Level 3 === 
-== Reconstruction == 
- 
-25 sec: The priest may RENEW FULL a suit of armour. Larger constructions may be repaired either far more rapidly or from far worse damage than Remake (i.e. knitting back together a bridge over a chasm that has fallen in). 
-== Transformation == 
-60 sec: The priest transforms any mundane, solid object into another mundane, solid object he understands the workings of. For example, he could turn a rock into a sword. Only common or lower quality items can be created this way. 
-== Proliferation:​ == 
-120 sec: The priest produces a huge quantity of a raw construction material. 
-== Grant Concussive Strike == 
- 
-20 sec: Target ally can call a MASS ZERO STRIKEDOWN on their next attack. This cannot be arced and affects them as well as everyone else. 
-=== Level 4 === 
-== Fortification == 
-  
-30 sec:The priest may RENEW 6 a suit of armour. This may take it above its normal maximum hits. If it does, any extra hits depart at the end of the encounter. This can also be used to improve larger constructions. This requires touching the armour/item in question for a few seconds. 
-== Bulwark == 
- 
-30 sec: As long as the priest is wearing armour that has remaining, they become invulnerable to all damage for ten seconds. 
-== Creation == 
- 
-60 sec: The priest can create common quality items out of nothing. Alternatively,​ they can create a single superior item from appropriate raw materials. 
- 
-=== Level 5 === 
-== Steelskin == 
- 
-30 sec: The priest or target ally has their skin transmuted into living metal. For the rest of the encounter, all damage against that target is reduced to a single if it would be higher. 
-== Reforged Steel == 
- 
-20 sec: The priest can call MASS RENEW FULL PARTY. In addition, the party regain all expended weapon calls. The sheer power this uses causes the gaze of the gods to abate. 
-== Supreme Creation == 
- 
-120 sec: The caster creates a single item or construction (up to small city sized in magnitude), infusing themselves into it. The item/​construction will have properties significantly above and beyond the norm. If a stationary structure is made, the area around it becomes stabilised. 
priest.1355525924.txt.gz · Last modified: 2015/05/14 21:09 (external edit)