IRREPROACHABLE PANTHEIST LEAGUE PROCTA
I KNOW YOUR MIND BETTER THAN YOU
FAITH FEARS NOT
TOUGH NUT TO CRACK
BEAUTIFUL ON THE INSIDE, TOO – BELIEVE IT OR NOT
IN SERVICE TO THE BARON
NO SECRETS FROM THE CHURCH
MOTHER’S HOLY SYMBOL
SPECIALTY ASPECT 4
SPECIALTY ASPECT 5
Refresh, Stunts and Extras
MAXIMUM REFRESH: 6
CURRENT REFRESH: 1
I’ve got a scroll for that
Description: You may use Faith as Resources to create advantages that represent having various scrolls as a single-use magic item
Description: Battle priests enforce the will of their gods with the sword. They generally use a mix of spells that enhance and heal themselves and their allies. You gain access to the “healing” and “prayer” schools, and may select two spells with those keywords.
Accomplished Spellcaster x2
Description: Select three spells from any schools you have access to, provided you have the prerequisite spells.
Description: Costs one Fate Point to activate – Fair (+2) Faith roll, affects ALL in the zone. Removes all stress boxes equal to the success above the target +2.
Cure Light Wounds (Healing, Cost): You can close minor cuts and bruises with a touch and promote faster healing. You may touch someone and allow them to clear all of their physical stress.
Cure Moderate Wounds (Healing, Cost, Requires Cure Light Wounds ): You can treat more lasting injuries with your healing magic. Touch someone and choose a physical consequence; rename that consequence to indicate that it’s healing and reduce its severity by one level (severe becomes moderate, moderate becomes minor, minor vanishes). A broken leg might become a bad limp, or a wounded arm might become aching muscles. The consequence remains, but it now heals normally from its new slot. In addition, clear all of the recipient’s physical stress. You can’t use this spell on an extreme consequence, and the recipient can’t have two consequences of the same type after you cast this spell (unless they’d otherwise be able to).
Spiritual Weapon (Prayer, Cost, Persistent): You can create a weapon of spiritual force that fights for you. You create the weapon in your zone or an adjacent zone. You can move it and attack with it as if it were you, though it performs all actions with your Faith skill. It doesn’t need to stand on solid ground, though it doesn’t fly either; it can hover over water or cross a gap, but it can’t fly straight up to a ledge above. It can’t be attacked. While it exists, you are DISTRACTED.
Bless (Prayer, Cost): You can call upon your deity for aid and assistance. You may create an advantage with Faith against passive opposition (see below) representing the blessing of your deity. When you cast this spell, you may designate up to five other individuals to receive this blessing; they each get any free invocations you grant, but they’re each subject to any negative effects should you fail. When you create a blessing, you roll against a passive opposition of Average (+1) if you’re only affecting yourself and up to one other; add 1 to the opposition for each recipient beyond that.
Magic Weapon (Cost, Prayer, Persistent): You may create the advantage ENCHANTED with Faith by touching any weapon, which can be invoked once for free. You roll against a passive opposition of Average (+1). The weapon glows slightly with holy radiance and may prove more effective against certain foes.
Aid (Cost, Prayer, Persistent, Requires Cure Light Wounds and Bless ): Your touch creates the advantage DIVINE AID Aspect which can be invoked once for free to give a bonus to Athletics/Defense. It also grants one extra mild consequence slot which vanishes when used. You roll against a passive opposition of Average (+1). Success with style grants one additional mild consequence and an additional free boost.
Arcane Shield (Abjuration, Cost, Persistent): Add your Faith to your Athletics when defending against attacks that cause physical stress.
Grace (Transmutation, Prayer, Cost, Persistent): You or a willing ally in your zone gains +1 to Dexterity. Multiple castings of Grace on the same target in the same scene do not stack.