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Battle Vigil

  • casting time 6 hours (see below)
  • range Self

  • components
  • duration 24 hours

(Target: DN 10) When a holy warrior knows a battle will occur the next day, he must spend the night constantly praying to God. He may not interrupt this praying for any reason, including traveling, eating, or sleeping, unless it is to fend off an attack, but once that is done, he must go back to praying. At least 6 hours must be spent praying, and then the miracle is invoked at sunrise. This miracle may only be attempted once per day.

Fatigue: If the holy warrior fails to invoke this miracle, he is Fatigued and takes 2 Shock that he may not recover in any manner until he defeats an enemy in battle.

On a success the Templar reduces any damage during any Dramatic Scene by 1 Shock.

Success Levels:

Good: Damage and Fatigue is reduced by 1 Shock.

Outstanding: Damage or Fatigue is reduced by 2 Shock.

Axiom: SPirit 8 Faith 10

First STrike

  • casting time 1 action
  • range Self

  • components
  • duration 3 rounds

(Target: DN 10) The holy warrior (and only he) takes his actions each round before anyone else acts. This overrides the initiative line on the Drama card. If characters from both the Hero and Villain side have an ability that allows them to go first, those characters act according to the Initiative Line, and then the rest of the combatants act.

Success Levels:

Good: The duration increases to one minute.

Outstanding: As Good and melee attacks are Favored

Axiom: Spirit 13 Faith 12

Ward Enemy

  • casting time 1 action
  • range 5 Meter Radius

  • components
  • duration Concentration

(Target: DN 10) Allies within five meters add +1 to their defenses versus supernaturally evil creatures and their interactions and attacks.

Good: Add +2 to all defenses.

Outstanding: As Good, plus a supernaturally evil creature that fails an attack becomes Stymied.


Special: In addition to supernaturally evil creatures, the ward enemy miracle invoked by a worshiper of the Cyberpapacy functions against any character with any Spellcaster Perk or spellcasting Special Ability.

Axiom: Spirit 8

Heal

  • casting time 1 action
  • range Touch

  • components
  • duration Instant

(Target: DN 10) Heal 1 Wound, all Shock, and remove KO.

Good: Heal 2 Wounds.

Outstanding: Heal 3 Wounds.

Axiom: Spirit 10

Banish

  • casting time 1 action
  • range 10 meter radius

  • components
  • duration Instant

(Target: willpower/Spirit) Creatures affected fade into nothing for 15 minutes.

Good: Affected entities are banished for one hour.

Outstanding: Affected entities are banished for one day.

Axiom: Spirit 9

Bless

  • casting time 1 action
  • range 5 Meter Radius

  • components
  • duration 3 Rounds

(Target: DN 10) Every ally in range adds +1 to a chosen attribute.

Increasing Strength or Spirit does not increase the derived statistics of Toughness and Shock, however.

Good: Duration increases to 1 minute.

Outstanding: As Good, plus attribute increases +2.

Axiom: Spirit 9

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