Miracles
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Priest Miracles
Aerideth
The Unspoken Name
As a combined action, the priest invokes Aerideth and speaks a question into the unseen archive of the world.
Choose one creature, object, or place that exists or has existed. The priest asks a single question about the target.
- The answer is delivered as a clear, truthful revelation, spoken in a whisper only the priest can hear.
- The answer may include names, events, locations, or hidden truths—even if they are forgotten, concealed, or magically obscured.
- If the subject is protected by powerful magic or divine will, the answer may instead come as a symbolic vision or incomplete truth.
Arosh
Tide of the Forgotten Deep
As a combined action, the priest calls upon Arosh, and the memory of the ancient ocean surges into the world.
A wave of spectral water erupts in a 30-foot cone from the priest.
The priest makes a directed Spell Attack against each creature in the area:
- On a hit, creatures take 2–12 + F crushing damage and are knocked prone and pushed to the edge of the area.
The water fades instantly, leaving behind only damp ground and the faint sound of distant tides.
Asp
Judgment of the Deep
As a combined action, the priest calls upon Asp, marking a creature within close range (25’) for destruction.
A spectral serpent erupts from beneath the target.
Make a Spell Attack against the target’s Defense Bonus for 1–12 + F crushing damage. If the attack hits for 5 or more damage, the target is grappled by the serpent until the end of their next turn.
If the target is standing in water, mud, or unstable ground, the attack is made with +1 Edge.
Beldros
The Siege Eternal
As a combined action, the priest invokes Beldros, The Ember General. A ring of smoldering embers and spectral fortifications erupts in a 20-foot radius around the priest.
For the next 5+F rounds:
- Enemies treat the ground as difficult terrain.
- Allies within the area gain +F to Defense and may ignore the difficult terrain.
- Additionally, once per round, when an ally inside the area hits an enemy within it, that enemy takes +F fire damage.
Eitvar
Howl of Rushing Blood
As a combined action, a Priest of Eitvar can emit an exhilarating howl that sends the blood of his allies racing. For the next ten minutes, the Priest and all allies within 25’ of his howl can run without fatigue. Additionally, they gain +F as a bonus to their base walk speed and Athletics checks on any movement related actions as part of their running (jumping across ravines, running across logs, dodging through crowds, etc.) and gain +F natural DR versus any injuries sustained as part of such movement (but not against attacks). Once anyone stops moving for one round the effect wears off of them.
Eshereth
Procession of Quiet Names
As a combined action, the priest invokes Eshereth, calling forth the unseen procession of the forgotten dead.
For the next 3 rounds, a silent host of spirits gathers in a 20-foot radius centered on the priest.
- Enemies within the area feel the grief of the forgotten and suffer –F to attack rolls and skill checks.
Allies within the area feel a solemn calm:
- They gain +F to resist fear, charm, or despair effects.
- If reduced to 0 health while within the area, they remain standing until the end of their next turn before falling unless they are killed.
Goromak
Crack the World
As a combined action, the priest invokes Goromak and strikes the ground, splitting the earth into a myriad of cracks and sending rocks and debris flying through the area.
The ground is split by dozens of cracks in a 30-foot line, 10 feet wide erupting outward from the priest.
The priest makes a Spell Attack against each creature in the area, dealing 1–12 + F crushing damage and on a hit they are knocked prone.
The ruptured ground remains unstable until the end of the next round. While unstable, it counts as difficult terrain and creatures moving through it must succeed on a DL15 Athletics check or fall prone
Halithae
Reading the Winds
As a combined action, the priest invokes Halithae and casts their awareness into the flow of fate.
The priest describes a specific course of action they intend to take within the near future (such as entering a place, confronting a creature, taking a path, or making a choice).
The GM provides a prophetic answer describing the likely outcome, delivered through symbolic imagery, omens, or metaphor. The vision will indicate whether the action will lead to:
- Favorable outcome
- Unfavorable outcome
- Mixed or uncertain outcome
The prophecy reflects the most likely immediate consequences, not long-term destiny, and may be altered by significant changes in circumstance.
Harn
The Chosen Prey
As a combined action, the priest invokes Harn and silently marks a creature within close range (25’).
The target feels the unmistakable sensation of being watched.
At the start of the priest’s next turn, a spectral tiger of immense size and silent fury manifests from shadow, brush, or thin air and lunges at the marked target.
The priest makes a Spell Attack with both surprise and flank (+2 Edge) against the target’s Defense Bonus for 1–12 + F slashing/magic damage. On a hit, the target is knocked prone and grappled as the tiger mauls them. This does not require an additional action.
At the end of the target’s next turn, the tiger vanishes.
If this attack reduces the target to 0 health, the spectral tiger drags the victim screaming into shadow and vanishes.
- The body is gone
- Only gear, blood, or signs of struggle remain
- Resurrection may require divine intervention or a quest, at GM discretion
You were always going to be the one.
Isanna
Leap of Faith
As a reaction, a Priest of Isanna shouts a reckless encouragement to a creature within 50 feet who is about to attempt a risky or uncertain action.
The priest must believe the outcome is meaningfully uncertain or dangerous. If used on a trivial or risk-free action, the miracle fails and the priest senses divine scorn.
The target gains +F Edge on the roll.
Outcomes
- On a success: the action resolves normally
- On a critical success:
- the action succeeds in the best possible way
- and the target regains 1 spent Luck
- On a failure:
- the action fails normally
- On a failure involving a Natural 1 on any die:
- the action fails in a spectacular and chaotic way, as fate twists against the target
- a strange coincidence, bad timing, or improbable misfortune may occur at the GM’s discretion
- faint, distant laughter echoes in the air
Jeb
Feast of the Deep Earth
As a combined action, the priest kneels and presses their hands into natural earth, invoking Jeb.
The ground within a 10-foot radius stirs, softens, and comes alive with unseen movement.
Over the next minute, the earth produces a sustaining bounty:
- Enough nutrient-rich food and clean water to feed 5+F creatures a full meal.
- The food is simple but hearty—roots, tubers, fungi, and mineral-rich water drawn from below
- Creatures who partake in the meal recover +F health and one fatigue while they eat.
- The priest may also sense the presence of underground life, tunnels, or buried objects within the area.
Khyris
Winter’s Dominion
As a combined action, the priest invokes Kyris, calling forth a spreading sheet of supernatural ice. Breath fogs in the air and sound becomes muted and distant in the area.
A layer of thick ice forms across the ground, originating from the priest and extending outward in a chosen shape:
- A line, 10' wide and 25 feet long per F
- or a ring, with a diameter of 15 feet plus 5 feet per F
The ice spreads rapidly across surfaces or water, forming around the base of fixed objects or obstructions. It will cover voids if the priest intends it too, but at least half the surface ice must be on solid ground with a minimum of 5'x10' on each side. The ice has a thickness of F inches. The area becomes slick, frozen, and bitterly cold for F minutes, before evaporating into cold mist and leaving behind damp ground.
- All creatures except the priest treat the area as difficult terrain (½ movement)
- Any creature that moves within the area must make a DL 15 Athletics check or fall prone
- Any creature that begins their turn on the ice must immediately make this check, even if they do not move
- The ice will support approximately 400lbs per F over voids. Each round that load is applied greater than the limit, roll d20+1 per 10 lbs. over the limit, with a result of 20 or greater causing a collapse.
The priest moves across the ice without penalty.
Kyrgan
Compel Truth
As an action, a Priest of Kyrgan fixes their gaze upon a creature within close range (25 feet) and invokes divine judgment.
The target must not be engaged in combat or under immediate threat of harm.
The priest’s voice carries the weight of law itself. The target becomes still, unable to move from their position, though they are not helpless.
For the next minute, the priest may ask up to 3 questions, which must be answered:
- truthfully
- directly
- and without deliberate omission or deception
The target cannot refuse to answer, though they may answer briefly unless compelled further by the nature of the question.
Unlike most priests, priests of Kyrgan may perform this miracle F times per day. 
Mamuna
Crone’s Mark
As a combined action, the priest points at a creature within close range (25’) and invokes Mamuna’s curse.
The target must be a living creature. Immediately, a subtle but unmistakable sign of rot appears upon them—darkened veins, withering skin, or the faint scent of decay, and they lose F health points. Rot damage cannot be healed.
The priest can perform Crone's Mark or Remove Crone's Mark once per day. 
Effects
The target suffers the following:
- They take –F to all healing received
- Natural recovery (rest, healing, etc.) is reduced by half
- Every day at midnight they take one additional rot damage. 
Escalation
Each time the cursed target rolls a Natural 1:
- The curse visibly worsens
- They suffer an immediate + 1 rot damage
- and gain one fatigue.
Ending the Curse
The curse ends if:
- the target dies, upon which time their body rapidly decays into soil.
- the target completes a meaningful act of restoration, repentance, or renewal as determined by the priest (GM discretion)
- the original priest removes the curse.
- Divine curses cannot be removed by magic, only by another divine source. 
Moirael
Bread of the Last Harvest
As a combined action, the priest invokes Moirael and breaks a small portion of crackers, bread or grain, sharing it among willing creatures within reach. Each participant must take their portion and consume it.
For the next 10 minutes, those affected are sustained by Moirael’s grace.
Effects
- Targets ignore the effects of:
- fatigue and exhaustion penalties
- hunger, thirst, and exposure effects
- When a target would be reduced to 0 health:
- they instead remain standing at 1 health
- and gain +F to all rolls until the end of their next turn
(This effect can trigger once per creature)
While under this blessing:
- Each time a target takes damage, it is divided evenly, rounding up, between participants.
- If the damage is less than the number of participants, all participants take a minimum of 1 damage.
Nammu
Decree of the Tides
As a combined action, the priest raises their hand and invokes Nammu, the Trident King.
A surge of water answers the command, even where none should be.
Optionally, if space allows it, the wave forms underneath the priest who rides it safely through to the end until it recedes beneath them. 
Effect
Choose a direction. A powerful wave surges outward in a line 10 feet wide and 30 feet long per F.
The priest makes a Spell Attack against all creatures in the path.
On a hit:
- Targets suffer 1–12 + F bludgeoning damage
- Targets are pushed 10 feet + 5 feet per F in the chosen direction, to a maximum of the wave's length.
- Struck targets are knocked prone
On a miss:
- Targets are still pushed 5 feet but remain standing
Nivex
Bloom of the Poisoned Garden
As a combined action, the priest invokes Nivex. Pale white flowers erupt from the ground in a 15-foot radius within close range (25’).
The blossoms open in unison, releasing a drifting cloud of fine, luminous spores that fill the area for F rounds.
Effects
The priest makes a Spell Attack against the poison resistance of all unpoisoned creatures in the area at the start of their turns.
On a success the targets are poisoned until they start a turn outside of the area of effect.
- Poisoned Targets suffer –F to attack rolls and skill checks from wracking coughs and choking.
- Poisoned Targets suffer F poison damage.
- Targets’ vision becomes clouded and they cannot see clearly beyond ten feet. Attacks beyond 10' are at -1 Edge.
On a failure:
- Targets suffer –1 to rolls while in the cloud
Lingering Field
- The cloud remains in the area for F rounds
- Light wind can force the cloud to drift.
Numara
Radiance of Life
Priests of Numara are imbued with life energy and there is no greater antithesis to life than creatures of undeath. As a combined action a priest may present his holy symbol and loudly rebuke undead creatures with holy radiance. This power is directed out from their symbol in a thirty-foot cone of white light. The Priest makes one Spell Attack roll against the Magic Defense of all the undead creatures in the area of effect, causing 1-6+F holy damage. Any intact undead that took damage must then move away at its normal movement speed on its next turn for a number of rounds equal to the priest’s Faith. Undead creatures slain this way immediately turn to dust, leaving behind any objects worn or carried. Allies in the cone heal F health.
Nyzrien
Labyrinth of Hidden Doors
As a combined action, the priest invokes Nyzrien. Faint doorways shimmer into existence throughout the area—half-seen thresholds in stone, shadow, and air forming a spiral pattern.
These doorways are invisible to all creatures except the priest and their allies.
Area
The effect fills a 25-foot radius centered on a point within close range (25') and lasts for 5+F rounds.
Within this space, numerous hidden doorways exist, appearing in walls, open air, ground-level thresholds, or impossible angles.
Passage
While within the area, the priest and their allies may use movement to step through a doorway. They can also freely see through each doorway out the corresponding exit point. They can cast spells and attack through each doorway, but if a doorway is intervening between a physically adjacent creature it acts as a barrier to them. If a doorway lies between a creature and its target, any melee or ranged attack made must pass through the doorway and emerge from its corresponding exit.
As a result, creatures cannot directly attack targets adjacent to them if a doorway intervenes. This necessitates creative positioning.
Stepping through a door:
The creature emerges from the nearest doorway intersected by the line of their movement beyond the entry doorway. All of the doorways are two-way, and can be entered from either side, which determines the direction of movement.
This movement:
does not provoke reactions
ignores obstacles and creatures between entry and exit.
To those outside the miracle, movement appears impossible—figures vanishing and reappearing as if the world itself has forgotten where they should be.
Orias
Arrow of Inevitable Flight
As a combined action, the priest invokes Orias and designates a creature that they have seen today.
A shimmering black arrow forms, both silent and weightless in the priest's hand.
Release
At any point within the next F rounds, the priest may release the arrow as an action. Once released, it immediately flies at the target. It will avoid obstacles, go around corners, go through doors and other physical barriers. The arrow cannot pass through solid, continuous barriers such as thick stone, metal, or magical wards that completely block passage. It ignores gravity, invisibility and cover. The arrow will travel up to 1000 feet per round until it finds its target. The arrow automatically hits, treating the attack as if a natural 20 was rolled. If this results in a critical hit, critical hit damage is applied. If the target becomes completely enclosed within a solid barrier with no openings, the arrow cannot reach them and dissipates at the end of the duration.
The black arrow deals 1–10 + F divine/piercing damage.
Mark of the Arrow
Once this miracle is invoked, the named target senses that they have been marked, and both the target and the priest immediately know the direction and distance to each other.
Raka-Thuun
Gaze of a Thousand Eyes
As a combined action, the priest invokes Raka-Thuun.
Dozens—then hundreds—of faint, spectral eyes open across surfaces, shadows, and even in the air within a 25-foot radius centered on the priest. They do not blink.
The effect lasts for F rounds.
All-Seeing Field
All creatures within the area are automatically revealed and cannot benefit from invisibility, stealth, or concealment.
Illusions appear distorted or transparent, revealing their false nature.
Hidden objects, traps, and secret doors within the area are immediately detected, and their locations are known to the priest and their allies.
Overwhelming Awareness
Enemies within the area suffer:
–F to stealth, deception, and ambush-related actions
cannot gain the benefits of rear or flank attacks against the priest or their allies
The priest may perceive from any point within the area, ignoring line of sight and cover for the purposes of observation.
Sahlune
Perfect Form
As a combined action, the priest invokes Sahlune and selects a creature within close range (25’) that they can see.
The priest’s form unravels and rewrites itself into a perfect duplicate of the target.
Effect
For the next 10 minutes:
The priest becomes an exact copy of the target, including:
physical appearance, voice, clothing and equipment (visual only),mannerisms and posture. The priest instinctively understands surface-level behaviors of the target (speech patterns, tone, habits)
The priest gains +F Edge to deception, impersonation, and social checks while maintaining the form.
No abilities, stats, or magical properties are copied. Replicated gear is non-functional. The priest retains their own health, abilities, and awareness.
Shadar
Taken Into Shadow
As a combined action, the priest invokes Shadar and gestures toward a creature within close range (25’).
The target’s shadow deepens unnaturally—and then pulls them inward.
Effect
The priest makes a Spell Attack against the target’s Magic Defense.
On a success:
The target is drawn into shadow and removed from the battlefield for F rounds.
While taken:
the target cannot act, move, or be targeted
they are unaware of the outside world
time feels distorted or absent
Return
At the end of the duration:
the target reappears in the space they left (or the nearest unoccupied space)
they suffer –F to all rolls until the end of their next turn
Sulina
Radiance of High Summer
As a combined action, the priest invokes Sulina. Golden sunlight spills outward, warm and alive. The air fills with the scent of blooming fields and ripened fruit. The effect fills a 25-foot radius centered on the priest and lasts for 5+F rounds.
All allies within the area are suffused with Sulina’s vitality. At the start of each of their turns they regain F health. If an ally is already at full health, they instead gain +F to their next roll (attack or skill).
Additionally, allies ignore penalties from fatigue, fear, or despair and gain +F to resist charm or fear effects
This effect refreshes each round while they remain in the area.
Against Darkness
Undead or shadow-aligned creatures in the area suffer –F to attack rolls and cannot benefit from concealment or darkness.
Sylvarel
Rootbound Communion
Duration: 1 minute per Faith rank
The priest calls upon Sylvarel to connect with the living roots of the world.
A thick root emerges from the ground and coils gently around the priest, lifting them slightly as their eyes turn pale and unfocused. Their awareness merges with the hidden root network beneath the earth.
The priest may attempt to contact a specific known elf.
If the target is:
Standing on natural ground
Within 100 feet of a living tree
Then that elf experiences the same phenomenon, becoming linked to the priest.
While Connected
Both participants:
Perceive each other as standing within a quiet, tree-lined grove
May speak and interact as if face-to-face
Are aware of emotional tone and intent, though not surface thoughts
Limitations
Both must remain stationary while the effect persists
Either party may end the connection at will
If either is moved from natural ground or loses contact with it, the connection ends immediately
Tempest
Eye of the Storm
As a combined action, the priest invokes Tempest. A roaring cyclone of wind, lightning, and debris erupts in a 25-foot radius centered on the priest, tearing at the ground and sky alike.
The storm lasts for 5 + F rounds.
At the start of each creature’s turn within the storm they must succeed on a DC 20 Athletics check or be knocked prone and pushed 10 feet in a counterclockwise direction.
On a success they may move normally, but all movement is treated as difficult terrain
Loose objects, debris, and unsecured items are violently swept up and hurled about the area.
At the start of each round, the storm calls lightning. Choose a random hostile creature within the storm. The priest makes a Spell Attack against the target for 1–8 + F lightning damage
On a miss, the lightning strikes nearby, dealing 1 damage.
Creatures moving more than 10 feet within the storm in a turn suffer 1 damage from flying debris.
The priest automatically succeeds on checks to resist the storm and is not moved or knocked prone by its effects.
Thalen
Reflections of the Past
As a combined action, the priest invokes Thalen and targets a spot within close range (25'). For the next 5+F rounds, all surfaces within a 25-foot radius area including stone, steel, water, even spots in the air itself become perfectly smooth and reflective.
But the reflections are not true. They show what was. Each creature within the area sees only their own reflections. These reflections do not show their present form, but instead:
- memories
- past moments
- faces once known
- choices made, or unmade
The space fills with overlapping echoes of their past.
The priest makes a Spell Attack against each creature’s Magic Defense.
On a success:
- The target becomes captivated for the duration:
- they cannot take hostile actions
- their movement is reduced to slow wandering or stillness
- they are unaware of their surroundings beyond their reflections
- They may speak or react faintly, but only to what they perceive within the visions.
On a failure:
the target is unsettled and suffers –F to all rolls while within the area.
Nature of the Visions
Enemies see regrets, harm they’ve caused, fear, guilt, and loss.
Allies see cherished memories, loved ones, moments of meaning or peace; These may still be bittersweet—but never malicious.
While the effect persists, the priest may move freely and is ignored by captivated creatures. The priest may also guide willing allies through the area without breaking the effect. Any hostile action against a captivated target breaks them from the distraction. Captivated targets are not considered helpless.
Thareon
Fall of the Amber King
As a combined action, the priest invokes Thareon, targeting a 25-foot radius within close range (25’). Golden leaves begin to drift from nowhere, slow and endless, filling the air. Sound softens. Movement slows. The effect lasts for 5+F rounds.
The priest makes a Spell Attack against each creature’s Magic Defense.
On a success, The target is stilled by autumn’s passing. They cannot take hostile actions and any weapons or implements (wands, tools, etc.) in their hands loosen, fall, and drift as leaves. They may move slowly, speak, or observe—but not fight. Affected targets are not helpless, and anyone attacked is immediately shaken from the effect.
On a failure, the target feels the pull of stillness and suffers –F to all rolls while within the area.
When the effect ends, all objects return to normal, lying where they fell
Creatures affected do not feel fear; they feel acceptance, fatigue and quiet release.
No blade is taken. It is simply no longer held.
Thurra
Hunger of the Flame-Eater
As a combined action, the priest invokes Thurra. A towering, flickering visage of a flame-wreathed gnoll, grinning and insatiable, forms within the air.
Its jaws open. For the next F rounds, embers begin to fall, scattering around a 25-foot radius centered within close range (25’) of the priest.
The area fills with a storm of burning cinders and falling fire. At the start of each creature’s turn within the area, the priest makes a Spell Attack against the target’s Defense for 1–6 + F fire damage
At the beginning of the next round after a creature takes fire damage from this miracle, the flame “clings” to them, inflicting an additional F damage. They also shed light as per a torch.
On each subsequent round of the miracle, the fiery visage chooses one burning target and lunges toward them. (Roll randomly or make Luck checks to determine the target). The attack uses the priest's Spell Attack bonus and does 1–8 + F fire damage.
The fire does not spread. It chooses.
The priest is immune to the fire effects. 
Tobris
Sanctuary of Still Hearts
As a combined action, the priest invokes Tobris. In a 25-foot radius centered within close range (25’), a quiet stillness settles over the area. Sound softens. Weapons feel heavy in the hand. The priest makes a Spell Attack against all hostile creatures within the area.
On a success, the target is bound by stillness. They cannot take hostile actions, cannot initiate attacks or cast harmful spells, but they may move, speak, or defend themselves
If the target is attacked the effect ends for them immediately
On a failure:
the target suffers –F to attack rolls while within the area.
Tunchis
Devouring Green
As a combined action, the priest invokes Tunchis. In a 25-foot radius within close range (25’)the ground splits. Vines surge upward. Insects spill forth. The air thickens with heat and breath and rot. The area becomes living terrain.
For the next 5+F rounds, all movement is hampered (half movement) and visibility reduced to 10 feet by foliage and swarming insects.
At the Start of Each Creature’s Turn, the priest makes a Spell Attack against them. On a hit, the creature takes 1–6 + F damage (poison / crushing / insect swarm) and is grappled by vines and crawling growth.
To escape requires a successful strength attack at –1 Edge against the priest's Intelligence.
On a miss, target suffers –1 to all rolls while within the area as insects crawl across them, distracting and biting.
Each round a creature remains grappled, they automatically take F damage at the start of their turn. If a creature is reduced to 0 HP within the area the vines and insects immediately cover them their body is obscured and begins to be consumed. If killed, only bloody equipment will be found scattered about once the miracle ends.
Velmarn
Clockwork Copy
As a combined action, the priest invokes Velmarn and selects a large or smaller creature within close range (25’) that they can see. With a whir of unseen mechanisms, a clockwork duplicate of the target assembles itself from spinning gears, springs, and metal plates. A single Clockwork Echo manifests in an adjacent space to the target.
It resembles the target, but on close inspection it is visibly segmented, and makes quiet clicking, clanking, and spinning noises from a host of hidden gears and springs. The copy is subtly wrong in motion, and any attempts to discern the host from the copy are at +1 Edge.
The copy has the same physical attributes as the target, including the same health, strength, dexterity, and movement speed with an attack of 5+F and defense bonus of dexterity +F; It is immune to bleeding but can be stunned. It appears to have the same equipment, but these are facsimiles and are part of the copy, not separate pieces. Weapons will have the same base damage ranges and damage types but will not possess enchanted properties.
It cannot speak, use magic, special abilities, swim, burrow, fly, or use combat maneuvers. It will follow directions from the priest, but is not capable of complex tactics. It can jump and climb, and will continue to take the last direction given until the miracle expires. If dropped to zero HP, or at the end of the miracle, the copy simply collapses into place as gears, springs, and other bits clatter across the ground, rapidly breaking into smaller and smaller bits until nothing remains.
The Copy acts immediately after the priest. The Echo lasts for 5+F rounds or until destroyed.
Vexilla
The Masquerade
As a combined action, the priest invokes Vexilla. Music begins to pulse through the air. Masks of light and shadow flicker into being. Movement becomes rhythm. The priest makes a Spell Attack against each creature in a 25-foot radius within close range (25’).
On a success, the target is drawn into the Masquerade. For the next F minutes they must move at least 5' each round, compelled into graceful, drifting motion. They cannot take hostile actions; they may interact, speak, or move—but always as part of the dance. Their movement does not provoke reactions and follows flowing, circling patterns (GM-described or loosely guided)
On a failure the target is affected by the rhythm and suffers –1 to all rolls and cannot benefit from precise positioning (no flank/rear bonuses)
While within the Masque, faces seem masked, forms indistinct, and creatures are difficult to distinguish at a glance. Attacks against specific targets suffer –F to accuracy unless the attacker makes a combined attack to focus carefully.
The priest moves freely within the dance, and may subtly guide the flow of creatures and is never treated as hostile by affected creatures unless they break the Masque. Once per round, the priest may cause two creatures to “trade places” as part of the dance.
If a creature takes damage or sees an ally get injured they may break free—but suffer –F to their next action as the rhythm shatters.
This should feel like laughter just out of sync, movement that feels natural—but isn’t chosen, and a party you didn’t decide to attend. No one remembers when the music started.
Virelya
Bloom of Returning Light
As a combined action, the priest invokes Virelya. Soft green light spreads outward in a 25-foot radius within close range (25’). Flowers bloom across the ground, even through stone. The air warms with the promise of new life.
For the next F rounds all allies within the area are touched by Virelya’s grace. All allies regain 3 + F health and one of the following is removed from each:
- poison
- disease
- fear
- charm
- fatigue
For the duration, at the start of each ally’s turn they regain 1 health and gain +F to their next roll if they began their turn in the area of effect.
Zakkad
Price of Knowing
As a combined action, the priest invokes Zakkad and designates a willing creature within close range (25’). The priest brands them with ember-light. Knowledge floods the target’s mind, too fast, too complete.
The next F times within 1 minute, but no more than once per round, that the target attempts a spellcasting check, an arcane knowledge-based check, or spellcraft check, the result is treated as if a natural 20 was rolled.
If the total result (20 + modifiers) is insufficient to succeed, the miracle supplies the difference. The check automatically succeeds. For each point required to reach success the target suffers 1 fire damage. As this occurs flames wreathe the target as their body radiates intense heat and the knowledge burns through them as it takes hold.
Damage inflicted by Zakkad's flames cannot be healed until the miracle expires.
Until the end of their next turn the target sheds bright light and suffers –1 Edge to concealment, stealth, or subtle actions.