Cleric D&D 4e to GURPS adaptation
The Cleric ended up considerably better than expected. I suspect all the leader classes will be extremely strong when adapted to GURPS. Turns out handing out attack bonuses is both cheap in points and extremely powerful in practice.
Using what I learned making the cleric, I have gone back and adjusted (and added) the powers for the Fighter. I'll probably review the Fighter a few more times in the future.
Obscure costing only 2 points is crazy.
Houserules
For certain spells that are clearly weaker than their price indicates, (GM choice) after reaching the -80% max limitation, apply the remaining limitation on top. For example. 50pts -120% =10pts due to the max 80, there's still -40% remaining, so 10-40%=6pts, so the spell using this rule would cost 6pts. This house rule is indicated by a * next to the full cost. This extra reduction still has a max of -80%. The "real" price is in parenthesis.
New Enhancement:
For Healing:
Based on Subject’s FP: If your Healing is powered by the subject’s own FP (a common trope in fiction!) then this is a +20% modifier. The subject must be either willing or helpless (and inflicts a additional -2 penalty above and beyond the normal -2) and their FP can never go below 0 FP. If you can switch between using their FP and your own this costs +40% instead. Add a +10% modifier if your subject’s FP can go to up to -1xFP (but no further!)
Taken from https://www.ravensnpennies.com/gurps101-got-heals/
New Limitation:
Save Ends: For any negative effect that lasts for more than 1 second, instead of lasting the full duration, the target can make another resistance check (HT or Will or Fear, whichever is relevant) per second, success means they shrug off the effect. -50%.
New Disadvantage:
Takes Extra Damage from X: You take extra damage from a particular attack form. Whenever this type of attack hits you, the GM applies a special modifier to damage that penetrates your DR. Regular wounding multipliers (for cutting, impaling, etc.) further multiply the damage.
|
Rarity of Attack |
+1 damage |
+2 damage |
+3 damage |
+4 or +1d6 damage |
|
Rare |
-1 |
-2 |
-3 |
-4 |
|
Occasional |
-2 |
-4 |
-6 |
-8 |
|
Common |
-3 |
-6 |
-9 |
-12 |
|
Very Common |
-4 |
-8 |
-12 |
-16 |
Weakness (Affliction) [Variable]: Rather than taking damage from a particular substance or circumstances, you suffer some form of affliction or other inconvenience. The effects occur when you are exposed to the item or circumstances, and wear off over time: stunning wears off normally, while other effects last (20 - HT) minutes, minimum 1 minute. If Incapacitation is combined with other effects, the other effects last for another (20 - HT) minutes after the Incapacitation wears off.
The base value of this disadvantage is -1 points for a Rare item or condition, -2 for an Occasional item, -4 for a Common item and -6 for a Very Common item. Use the categories under Weakness (p. B161) to assess rarity. The GM has final say on the rarity of an item or circumstances. Modify the base value for the severity of the effect, using the Side Effect attack enhancement (p. B109).
Taken from https://forums.sjgames.com/showthread.php?p=1883959#post1883959
Vulnerability (Affliction) [Variable]: Rather than taking additional damage from a particular form of attack, you suffer some form of affliction or other inconvenience. The effects occur when you take a certain amount of damage, and subside when you are healed back above that threshold.
The base value of this disadvantage is -5 points for a Rare attack, -10 for an Occasional attack, -15 for a Common attack and -20 for a Very Common attack. Use the categories under Limited Defenses (p. B46) to assess rarity. The GM has final say on the rarity of an attack form.
Modify the base value for the severity of the effect and the damage threshold at which it occurs, using the Symptom attack enhancement (p. B109).
Taken from https://forums.sjgames.com/showthread.php?p=1883959#post1883959
Class Powers
Breakdown: Class Powers is a framework similar to sorcery, where you buy an expensive main advantage, called a Power Source and then buy various specific powers as alternative abilities to that advantage with the cost divided by 5. Unlike sorcery, it doesn't take any time to switch powers because they're all the same type of ability, but you can still only use one at a time.
Rules: In order to buy a Class Power you must have the pre-requisite Advantage, each level of this advantage gives you access to powers of that Rank. For example, if you have Discipline at level 2, you may buy fighter powers of ranks 1 and 2. Each rank is also the cost of the power.
Powers are further divided in At-Will Powers, Encounter Powers and Daily Powers. You may learn a maximum of 3 each.
At Will Powers: As the name suggests, you may use an at-will power as long as you have bought it. As they're all similar abilities, you may pick which power you intend to use at the moment of your attack. You may not switch more than once per turn, however.
Encounter and Daily Powers: To be able to learn encounter and daily powers, you may either buy them at full price, or buy "Encounter Power Slots" and "Daily Power Slots"; The level of the slot indicates the rank of the Power you may learn. Once you use an encounter power, you must spend at least 10 minutes resting before it can be used again. Once you use a Daily Power, it can only be used in the next day, and after at least 1 hour of rest. You may freely switch the powers you store in these slots, but only after the required amount of rest for the slot.
Encounter Power Slot [5.6+2.4 per extra rank]
Modular Ability Slot: Short list: [4]; Point, slow, subject to interference [3]; +50% physical advantages, Limited, Advantages Only (-10%), Accessibility: Limited to power source (-10%); Real Time: 1/Scene -20%, Preparation Required: 10 min -30%;
4*(1+0.5-0.1-0.1-0.2-0.3)=3.2; 3*(1+0.5-0.1-0.1-0.2-0.3)=2.4
3.2+2.4=5.6
Daily Power Slot [2.8+1.2 per extra rank]
Modular Ability Slot: Short list: [4]; Point, slow, subject to interference [3]; +50% physical advantages, Limited, Advantages Only (-10%), Accessibility: Limited to power source (-10%); Limited Use: 1/day -40%, Preparation Required: 1 hour -50%.
4*(1+0.5-0.1-0.1-0.4-0.5)=1.6; 3*(1+0.5-0.1-0.1-0.4-0.5)=1.2
1.6+1.2=2.8
Notes:
Attacks and Contests: Any power that requires an Attack Roll uses the normal distance modifiers from the Size and Range table. Any power that either requires Resistance Checks (usually HT or Will) checks or Quick Contests between the user and the target use spell range modifiers (-1/yard). If you take damage from a Resistance or Quick Contest, that damage always ignores DR.
Power Sources
Martial Powers (-10%)
In order to make use of any Martial Power you must have Code of Honor (Soldier) [-10] or Sense of Duty (Nation) [-10].
No Countermeasures -0%, Required Disadvantage -10%
Ki Powers (-15%)
In order to make use of any Ki Power you must have one of Code of Honor (Bushido) [-15], Disciplines of Faith (Ascetism) [-15], or a Great Vow (never wear armor, never refuse request for aid, etc) [-15]
No Countermeasures -0%, Required Disadvantage -15%
Holy Powers (-15%)
In order to make use of any Holy Power you must have one of Honesty (12) [-10], Sense of Duty (Coreligionists) [-10], or Vow (No edged weapons) [-10].
Anti-powers -5%, Required Disadvantage -10%
Trickery Powers (-5%)
In order to make use of the Trickery Power Source you must have Code of Honor (Outlaw’s) [-5], Sense of Duty (Adventuring Companions) [-5] or a Vow (don't steal from the poor) [-5].
No Countermeasures -0%, Required Disadvantage -5%
Arcane Powers (-40%)
In order to make use of the Arcane Power Source, you must perform various rituals when casting your spells. All Arcane powers require both gestures, magic words and a Religious Ritual check to work.
Anti-Powers -5%; Natural low-magic zones -5%, Requires Gestures -10%, Requires Magic Words -10%, Requires Skill Check -10%
Theistic Powers (-40%)
In order to make use of the Theistic Power Source, you must have one of Honesty (12) [-10], Sense of Duty (Coreligionists) [-10], or Vow (No edged weapons) [-10]. In addition, all Theistic Powers require gestures, magic words, and a Religious Ritual check to work.
No Countermeasures -0%, Required Disadvantage -10%; Requires Gestures -10%, Requires Magic Words -10%, Requires Skill Check -10%
The Cleric
Cleric Advantages:
Chosen by god [10/level Max 6]
Each level of Chosen by god grants you +1 to Hidden Lore (Undead, Demons and Spirits), Occultism, Theology, Panhandling, Exorcism, Research, Esoteric Medicine, First Aid, Surgery. You also get +1 per level on reaction rolls from pious folk and other members of the same or of non-opposing religions. It is the pre-requisite for Cleric Powers. You cannot have powers of a rank higher than your Chosen by god level.
Healing Word [6/18]
Pick a target within 5 yards that can hear your words and make a Religious Ritual check at -1 per yard of distance. If you succeed, that target loses 1 to 4 FP and heals double that number of HP. The target's FP must be above 0. You may use this ability twice per scene, and it only works for recent injuries. You cannot heal any injuries caused in previous scenes.
Level 2 allows you to target yourself.
Healing [30]; Required disadvantage (-10%); Gestures (-10%); Magic Words (-10%); Cannot restore crippled limbs (-10%); Injuries Only (-20%); Capped, 4FP (-20%); Ranged (+40%); Range Limit 5y (-40%); Once per Scene (-20%); Malediction, Healing (0%); Sense Based: hearing (-20%); Divine Power (-10%); RoF 2 (+40%); Requires Holy Symbol (-10%); Cosmic: No cumulative penalty (+50%); Aspected: Recent Injuries Only (-20%) and Combat Only (-20%); Requires Complex Typical Ritual (-10%); Short Range (-10%); Based on Subject’s FP (+20%);
30*(1-0.1-0.1-0.1-0.1-0.2-0.2+0.4-0.4-0.2-0.2-0.1+0.4-0.1+0.5-0.2-0.2-0.1-0.1+0.2)=3.0 Min 30*0.2=6
Lv 2: +self (+50%); 30*(1-0.1-0.1-0.1-0.1-0.2-0.2+0.4-0.4-0.2-0.2-0.1+0.4-0.1+0.5-0.2-0.2-0.1-0.1+0.2+0.5)=18.0
Channel Divinity
Each Channel Divinity ability requires a 10 minute ritual communion with your deity before each use. You may only keep one Channel Divinity prepared at a time. If you keep Channel Divinities in an Alternate Ability Array, you may choose which one to use at the time of usage, but the ritual is reset every time.
Channel Divinity: Turn Undead [4]
Once per scene, you can force undead, demon or similar evil creature to retreat from your holy symbol. Brandish your holy symbol towards a direction and use a concentrate. Make a Quick Contest of Will with any undead that can see you within 5 yards. Roll just once for hordes of identical monsters with the same Will. Any creature you win or tie against can’t move any closer to you than yards equal to your margin of victory (minimum one yard). If it’s inside that radius, it must flee. This effect endures for as long as you concentrate and for 1d seconds after you stop.
True Faith [15]; Turning (+65%); Divine Power (-10%); 1/scene (-20%); Preparation Required 10m (-30%); Short Range 2 (-20%); Max Range 5y (-40%); Aspected: Combat Only (-20%);
15*(1+0.65-0.1-0.2-0.3-0.2-0.4-0.2)=3.75
Channel Divinity: Healer's Mercy [6]
Once per scene, make a Religious Ritual check. If you succeed, all creatures within 2 yards that can hear your words heal 8hp. This ability only works for recent injuries. You cannot heal any injuries caused in previous scenes.
Healing [30]; Required disadvantage (-10%); Gestures (-10%); Magic Words (-10%); FP Cost reduced 4 (+80%); Cannot restore crippled limbs (-10%); Injuries Only (-20%); Capped, 4FP (-20%); Once per Scene (-20%); Sense Based: hearing (-20%); Divine Power (-10%); Area of Effect 2y (+50%); Emanation (-20%); Preparation Required 10m (-30%); Aspected: Combat Only (-20%) and Recent Injuries Only (-20%);
30*(1-0.1-0.1-0.1+0.8-0.1-0.2-0.2-0.2-0.1+0.5-0.2-0.2-0.3-0.2-0.2)=3.0 Min 30*0.2=6
Channel Divinity: Divine Fortune [6]
Once per hour of real time play you may reroll any Attack Roll, Resistance or Quick Contest 3 times and pick the best one.
Luck [15]; Preparation Required 10m (-30%); Aspected: Combat only (-20%); Accessibility: No Defensive rolls (-10%);
15*(1-0.3-0.2-0.1)=6.0
Channel Divinity: Smite Undead [12]
Once per scene, after hitting with a melee attack, the targeted undead, demon, or similar evil creature takes Single Target toxic extra damage and must make a quick contest of Religious Ritual vs the target's HT. If he fails, he is rooted to the ground for 1 second.
Affliction [10]; Sessile (40%); Malediction (+100%); Max Range 5y (-25%); Based On IQ, own roll (+20%); Fixed Duration (+0); Reduced Duration 1/100 (-40%); Requires Gestures (-10%); Magic Words (-10%); Divine Power (-10%); Follow-Up: Melee Attacks Only (+40%); Aspected: Combat Only (-20%); 1/scene (-20%); Preparation Required 10m (-30%); Requires Weapon (-10%); Accessibility: Only vs Evil Creatures (-20%);
10*(1+0.4+1-0.25+0.2-0.4-0.1-0.1-0.1+0.4-0.2-0.2-0.3-0.1-0.2)=10.5
Natural Weapon tox [4]; Single (-20%); Cannot Parry (-40%); Swing Only (+20%); Follow-Up: Melee attacks only (+40%); Requires Weapon (-10%); Aspected Combat (-20%); 1/Scene (-20%); Preparation Required 10m (-30%); Accessibility only vs evil creatures (-20%);
4*(1-0.2-0.4+0.2+0.4-0.1-0.2-0.2-0.3-0.2)=0 min 4*0.2=0.8
Total Cost: 10.5+0.8=11.3
Channel Divinity: Storm Surge [12]
Once per scene, the next melee attack you or one ally within 5 yards make will deal extra Single Target Damage.
Affliction [10]; Buff (16%); Malediction (+100%); fixed duration - 3 minutes (+0%); Accessibility, Only nonvolitional or non-resisting subjects (-20%); Based on IQ, Own Roll, (+20%); Reduced Duration 1/100 (-40%); Max Range 5 yards (-25%); 1/scene (-20%); Preparation Required 10m (-30%); Requires Gestures (-10%); Magic Words (-10%); Divine Power (-10%);
Buff is Natural Weapon Varies [8]; Follow-up Melee Only (+40%); Limited Use: 1/day -40%; Divine Power (-10%); Aspected: Combat Only (-20%); Swing Only (+20%); Single (-20%); Cannot Parry (-40%); Requires Weapon (-10%);
8*(1+0.4-0.4-0.1-0.2+0.2-0.2-0.4-0.1)=1.6
10*(1+0.16+1-0.2+0.2-0.25-0.2-0.3-0.1-0.1-0.1)=11.1
Channel Divinity: Favor of the Gods [12]
Pick an ally within 5 yards and make a Religious Ritual check at -1 per yard. If you succeed, one ally gains the ability to reroll a single Attack or Quick Contest 3 times and pick the best result.
Affliction [10]; Buff (60%); Malediction (+100%); fixed duration - 3 minutes (+0%); Accessibility, Only nonvolitional or non-resisting subjects (-20%); Based on IQ, Own Roll, (+20%); Reduced Duration 1/100 (-40%); Max Range 5 yards (-25%); 1/scene (-20%); Preparation Required 10m (-30%); Requires Gestures (-10%); Magic Words (-10%); Divine Power (-10%);
Buff is Luck [15]; Preparation Required 10m (-30%); Aspected: Combat only (-20%); Accessibility: No Defensive rolls (-10%); Doesn't affect self (-50%); Affects Others (+
15*(1-0.3-0.2-0.1)=6.0
10*(1+0.6+1-0.2+0.2-0.4-0.25-0.2-0.3-0.1-0.1-0.1)=11.5
Cleric Powers
All cleric powers have Chosen by god as a pre-requisite, and they all use the Theistic Power Source. Each power costs [1] per rank. You may only have powers of a rank up to your Chosen by god level x2.
- The Holy Symbol: All Cleric Powers (but not all Theistic powers) require either a weapon or a holy symbol. Ranged Powers require a Holy Symbol, Melee powers require a weapon.
Willpower
Many damage dealing powers are based on Willpower. Whenever you see Single Target Damage or Area Damage it means "Swing Damage based on Willpower" and "Thrust Damage based on Willpower" respectively.
If it just says "Swing" or "Thrust" then it's just based on your ST as normal.
Religious Ritual
All cleric powers require a Religious Ritual skill check. This is separate from any skill check requires to actually use the spell. For example, a simple Lance of Faith would require a first a Religious Ritual check to activate the spell, then an innate attack check to actually attack with it.
Religious Ritual Techniques
These represent particularly tricky methods of using Powers. Using a Technique always costs 2FP and imposes the listed modifier to the skill roll. The user may spend extra FP to reduce any penalties, each extra FP reduces the penalty by 1. Treat the results of the roll normally. Combining Techniques: You may combine techniques. Make as single roll with the combined values, spending FP as if you were using a single technique.
Gesture Techniques
- Motionless Casting: Default: -1. You may cast a spell without making any gestures.
- Elaborate Casting: Default: +1, Max: Skill +2. Requires both hands, and at least 1 yard free on all sides. If you have a power Item on your hand (like a staff) it doesn't count as being occupied.
Chanting Techniques
- Silent Casting: Default: -1. You may cast a spell without saying anything.
- Loud Casting: Default +1, Max: Skill +2. Everyone knows what you just cast. It's also extremely cringe if you fail the check.
Advanced Techniques
- Penetrating Casting: Default -5. Add an Armor Divisor of (2), or improve the existing divisor to the next step.
- Double Casting: Default -6, Max: -3. You may use the same attack spell twice, on the same or different targets.
- Mobile Casting: Default -7. You may move and cast a spell, as if it was a move and attack.
- Empowered Casting: Default -10. Increase the final damage of the spell by +50%.
- Auto-Casting: Default -10. Repeat the damage of the spell on the start of your next turn.
- Long Range Casting: Default -8 for spells with a max range of 5 yards, -7 for spells with a max range of 10 yards. Increase the max range of the spell to be Line of Sight.
- Really Long Range Casting: Default to Long Range Casting -10. The spell now uses the Long-Distance Modifiers (p. B241) table for its range penalties.
Rank 1 At-Will powers [1]:
Righteous Brand
You brand your target with sacred light. After a successful melee attack, choose one ally within 5 yards. He gains a +2 to attack rolls against the target of your attack for 1 second.
Obscure 2 [4]; Anti-Targeting (-20%); Reversed (+0%); Ranged (+100%); Follow-Up, Melee Only (+40%); Reduced Duration 1/10 (-20%); Aspected: Only on the target of the triggering attack (-20%); Combat Only (-20%); Accessibility: Only one ally within 2 yards gets the bonus (-20%); Theistic Power (-40%);
4*(1-0.2+1+0.4-0.2-0.2-0.2-0.2-0.4)=4
Lance of Faith
You launch a beam of light that illuminates your target. Make an attack with Range equal to your Willpower/2. If you hit, you do Area Burn Damage on the target. In addition, one ally within 5 yards gains +1 to attack rolls against the target for 1 second.
Natural Weapon brn [5]; Single (-20%); No Parry (-40%); Inaccurate 3 (-15%); Theistic Power (-40%); Ranged (+100%), Increased 1/2D, 2x (+5%); Ranged 1/2 (-10%); no incendiary (-10%); Requires Holy Symbol (-10%);
5*(1-0.2-0.4-0.15-0.4+1+0.05-0.1-0.1-0.1)=3
Obscure 1 [2]; Anti-Targeting (-20%); Reversed (+0%); Ranged (+100%); Follow-Up (+0%); Reduced Duration 1/10 (-20%); Aspected: Only on the target of the triggering attack (-20%); Combat Only (-20%); Accessibility: Only one ally within 2 yards gets the bonus (-20%); Theistic Power (-40%); Requires holy Symbol
2*(1-0.2+1-0.2-0.2-0.2-0.2-0.4)=1.2
Total Cost: 3+1.2=4.2
Priest's Shield
You utter a minor prayer to protect an ally while you strike. After a successful melee attack, any attacks against you and any allies within 2 yards get a -1 to their attack rolls for 1 second
Obscure 1 [2]; Anti-Targeting (-20%); Defensive (+50%); Ranged (+100%); Reduced Duration 1/10 (-20%); Aspected: Combat Only (-20%); Selective Area (+20%); Theistic Power (-40%); Follow-up Melee Only (+40%); Accessibility: Only if you hit (-10%);
2*(1-0.2+0.5+1-0.2-0.2+0.2-0.4+0.4-0.1)=4
Burden of the Earth
You smash your foe with the divine power of the earth, burdening him and boosting your ally. After a successful melee attack, you push the target as if it had been hit by 14 crushing damage. In addition, choose one ally within 5 yards. He gains a +1 to attack rolls against the target of your attack for 1 second.
Obscure 1 [2]; Anti-Targeting (-20%); Reversed (+0%); Ranged (+100%); Follow-Up, Melee Only (+40%); Reduced Duration 1/10 (-20%); Aspected: Only on the target of the triggering attack (-20%); Combat Only (-20%); Accessibility: Only one ally within 2 yards gets the bonus (-20%); Theistic Power (-40%);
2*(1-0.2+1+0.4-0.2-0.2-0.2-0.2-0.4)=2
Innate Attack, 2d6, Crushing [10]; double knockback (+20%), No Blunt Trauma (-20%), No Wounding (-50%); follow-up, Universal (50%); Requires Shield (-10%); Aspected: Combat Only (-20%) and only against targets no larger than SM +1 (-20%); Theistic Power (-40%);
10*(1-+0.2-0.2-0.5+0.5-0.1-0.2-0.2-0.4)=-3.0 Min 10*0.2=2
Total Cost: 2+2=4
Singing Strike
Your weapon sings with holy power, each hit inhibiting your enemies with its glow. After a successful melee attack, the target has a penalty of -3 to attack rolls.
Obscure 3 [6]; Anti-Targeting (-20%); Ranged (+100%); Reduced Duration 1/10 (-20%); Aspected: Only on the target of the triggering attack (-20%); Combat Only (-20%); Accessibility: Only affects the target of the triggering attack; (-20%); Theistic Power (-40%); Accessibility: Only after a successful attack roll (-10%); Linked (+20%);
6*(1-0.2+1-0.2-0.2-0.2-0.2-0.4-0.1+0.2)=4.2
Rank 2 At-Will powers [2]:
Astral Seal
You outline the enemy with a silvery glow, and your deity rewards any that hit the target with healing energies. Make an attack against an enemy within 5 yards. If you hit, any attacks against the target gain a +4 bonus to attack rolls. In addition, the first ally that hits the target heals 2 HP.
Obscure 4 [8]; Anti-Targeting (-20%); Reversed (+0%); Ranged (+100%); Reduced Duration 1/10 (-20%); Limited Range 5y (-25%); inaccurate 3 (-15%); Accessibility Only the target hit (-20%); Linked (+10%); Requires Holy Symbol (-10%);
8*(1-0.2+1-0.2-0.25-0.15-0.2+0.1-0.1)=8
Healing [30]; FP Cost reduced 1 (+20%); Cannot restore crippled limbs (-10%); Injuries Only (-20%); Capped, 2FP (-25%); Ranged (+40%); Inaccurate 3 (-15%); Range Limit 5y (-40%); Theistic Power (-40%); Cosmic No Roll (+100%); Combat Only (-20%); Nuisance Effect: Can only spend 1 FP (-5%); Linked (+10%); Accessibility: Only after an ally hits the target (-10%); Requires Holy Symbol (-10%);
30*(+0.4-0.1-0.2-0.25+0.4-0.15-0.4-0.4+1-0.2-0.05+0.1-0.1-0.1)=1.5 Min 30*0.2=6
Total Cost: 8+6=14
Blessing of Wrath
You smash your foe and say a quick prayer to bless your ally with wrath. After a successful attack, pick one ally within 5 yards that can see you. That ally deals 2 extra damage with all attacks against the target for 1 second.
Affliction [10]; Buff (84%); Malediction (+100%); fixed duration - 3 minutes (+0%); Accessibility, Only nonvolitional or non-resisting subjects (-20%); Based on IQ, Own Roll, (+20%); Reduced Duration 1/100 (-40%); Max Range 5 yards (-25%); Theistic Power (-40%); Accessibility: After hitting an attack (-10%); Accessibility: Only against the target of the attack (-40%); Aspected: Combat Only (-20%); Sense Based: Sight (-20%);
Buff is Innate Attack Any 2 [6]; Magic (-10%); Follow-up Universal (+50%); 6*(1-0.1+0.5)=8.4
10*(1+0.84+1-0.2+0.2-0.4-0.25-0.4-0.1-0.4-0.2-0.2)=8.9
Invigorating Assault
You chant a prayer to bolster an ally's defenses while you fight. After a successful melee attack, one ally that can see and hear you within 5 yards gains 4 Ablative DR for 9 seconds.
Affliction [10]; Buff (40%); Malediction (+100%); fixed duration - 3 minutes (+0%); Accessibility, Only nonvolitional or non-resisting subjects (-20%); Based on IQ, Own Roll, (+20%); Reduced Duration 1/20 (-25%); Max Range 5 yards (-25%); Theistic Power (-40%); Linked (+10%); Aspected: Combat Only (-20%); Sense Based 2 senses (-25%); Accessibility Only after hitting a melee attack (-15%);
Buff is DR 4 [20]; Ablative (-80%); Divine (-10%); 20*(1-0.8-0.1)=2.0 min 20*0.2=4
10*(1+0.4+1-0.2+0.2-0.25-0.25-0.4+0.1-0.2-0.25-0.15)=10.0
Recovery Strike
After a successful melee attack against an enemy, only ally within 5 yards recovers up to 2 HP. You cannot recover HP lost from previous injuries.
Healing [30]; FP Cost reduced 1 (+20%); Cannot restore crippled limbs (-10%); Injuries Only (-20%); Capped, 2FP (-25%); Ranged (+40%); Inaccurate 3 (-15%); Range Limit 5y (-40%); Theistic Power (-40%); Cosmic No Roll (+100%); Combat Only (-20%); Linked (+20%); Accessibility: Only after successful melee attack (-10%); Nuisance Effect: Can only spend 1 FP (-5%);
30*(+0.4-0.1-0.2-0.25+0.4-0.15-0.4-0.4+1-0.2+0.2-0.1-0.05)=4.5 Min 30*0.2=6
Rank 3 At-Will powers [3]:
Sacred Flame
You bathe your enemy in sacred light. Make an attack with Range equal to your Willpower/2. If you hit, you do Area Damage on the target. In addition, one ally within 5 yards that can see the target gains Ablative DR 4 for 9 seconds.
Natural Weapon tox [4]; Single (-20%); No Parry (-40%); Inaccurate 3 (-15%); Theistic Power (-40%); Ranged (+100%), Increased 1/2D, 2x (+5%); Linked (+10%); Body Only (-10%); Ranged 1/2 (-10%); Aspected: Combat Only (-20%); Requires Holy Symbol (-10%);
4*(1-0.2-0.4-0.15-0.4+1+0.05+0.1-0.1-0.1-0.2-0.1)=2
Affliction [10]; Buff (40%); Malediction (+100%); fixed duration - 3 minutes (+0%); Accessibility, Only nonvolitional or non-resisting subjects (-20%); Based on IQ, Own Roll, (+20%); Reduced Duration 1/20 (-25%); Max Range 5 yards (-25%); Theistic Power (-40%); Linked (+10%); Aspected: Combat Only (-20%); Sense Based Sight (-20%);
Buff is DR 4 [20]; Ablative (-80%); Divine (-10%); 20*(1-0.8-0.1)=2.0 min 20*0.2=4
10*(1+0.4+1-0.2+0.2-0.25-0.25-0.4+0.1-0.2-0.2-0.1)=11
Total Cost: 2+11=13
Somnir's Hammer
After a successful attack, make a quick contest of Religious Ritual vs the target's HT. If he fails, all muscle-powered damage done by him is reduced by 4 for 1 second.
Affliction [10]; -4 striking ST using KYOS (4%); Malediction (+100%); Max Range 5y (-25%); Based On IQ, own roll (+20%); Fixed Duration (+0); Reduced Duration 1/100 (-40%); Theistic Power (-40%); Follow-Up: Melee Attacks Only (+40%); Aspected: Combat Only (-20%);
10*(1+0.04+1-0.25+0.2-0.4-0.4+0.4-0.2)=13.9
Fell Strike
After a successful attack, make a quick contest of Religious Ritual vs the target's HT. If he fails, he falls prone and can't get up for 1 second.
Affliction [10]; Legless (30%); Malediction (+100%); Max Range 5y (-25%); Based On IQ, own roll (+20%); Fixed Duration (+0); Reduced Duration 1/100 (-40%); Theistic Power (-40%); Follow-Up: Melee Attacks Only (+40%); Aspected: Combat Only (-20%) and only for the purposes of falling prone (-20%);
10*(1+0.3+1-0.25+0.2-0.4-0.4+0.4-0.2-0.2)=14.5
Silvery Arrow
After hitting with a bow attack, the target must make an quick contest of Religious Ritual vs the target's HT. If he fails, he takes +4 damage from all physical attacks for 1 second.
Affliction [10]; Takes Extra Damage from Physical 4 (16%); Malediction (+100%); Max Range 5y (-25%); Based On IQ, own roll (+20%); Fixed Duration (+0); Reduced Duration 1/100 (-40%); Theistic Power (-40%); Follow-Up: Bow Attacks Only (+20%); Aspected: Combat Only (-20%);
10*(1+0.16+1-0.25+0.2-0.4-0.4+0.2-0.2)=13.1
Rank 4 At-Will powers [4]:
Blessing of Battle
You pray as you strike, bolstering your or an ally's defenses. After a successful melee attack, you or one ally that can see and hear you within 5 yards has their flesh magically reinforced, gaining 4 DR for 9 seconds.
Affliction [10]; Buff (100%); Malediction (+100%); fixed duration - 3 minutes (+0%); Accessibility, Only nonvolitional or non-resisting subjects (-20%); Based on IQ, Own Roll, (+20%); Reduced Duration 1/20 (-25%); Max Range 5 yards (-25%); Theistic Power (-40%); Linked (+10%); Aspected: Combat Only (-20%); Sense Based 2 senses (-25%); Accessibility Only after hitting a melee attack (-15%);
Buff is DR 4 [20]; Divine (-10%); Toughskin (-40%); Torso-Only (-10%); 20*(1-0.1-0.4)=10
10*(1+1+1-0.2+0.2-0.25-0.25-0.4+0.1-0.2-0.25-0.15)=16.0
Tenebrous Blessing
The symbol of your god sears the flesh of your enemy. Pick a target within 5 yards and make a quick contest of Religious Ritual vs the target's HT. If he fails, all muscle-powered damage done by him is reduced by 4 for 1 second and he takes Area Target Damage.
Affliction [10]; -4 striking ST using KYOS (4%); Malediction (+100%); Max Range 5y (-25%); Based On IQ, own roll (+20%); Fixed Duration (+0); Reduced Duration 1/100 (-40%); Theistic Power (-40%); Follow-Up: Melee Attacks Only (+40%); Aspected: Combat Only (-20%); Requires Holy Symbol (-10%);
10*(1+0.04+1-0.25+0.2-0.4-0.4+0.4-0.2-0.1)=12.9
Natural Weapon tox [4]; Single (-20%); No Parry (-40%); Theistic Power (-40%); Ranged (+100%), Ranged 1/2 (-10%); no incendiary (-10%); Malediction (+100%); Aspected: Combat Only (-20%); Torso Only (-10%); Requires Holy Symbol (-10%);
4*(1-0.2-0.4-0.4+1-0.1-0.1+1-0.2-0.1-0.1)=5.6
Total Cost: 12.9+5.6=18.5
Blessing of the Wild
After a successful attack, you or one ally within 5 yards can make a free step.
Affliction [10]; Free Step (75%); Malediction (+100%); Based On IQ, own roll (+20%); Theistic Power (-40%); Based on Will (+20%); Fixed Duration 3 min (+0%); reduced duration 1/100 (-40%); Linked (+20%); Accessibility: Only after a successful attack (-10%); Aspected: Combat Only (-20%);
Free Step is Extra Attack [25]; Step Only (-40%); Combat Only (-20%); Divine (-10%); 25*(1-0.4-0.2-0.1)=7.5
10*(1+0.75+1+0.2-0.4+0.2-0.4+0.2-0.1-0.2)=18.5
Rank 6 At-Will powers [6]:
True Strike
One ally within 5 yards gain a +4 bonus to their next attack roll.
Affliction [10]; Weapon Savant 4 (170%); Malediction (+100%); Based On IQ, own roll (+20%); Theistic Power (-40%); Based on Will (+20%); Fixed Duration 3 min (+0%); reduced duration 1/100 (-40%); Accessibility, Only nonvolitional or non-resisting subjects (-20%); Effect is for one roll only (-10%); Requires Holy Symbol (-10%);
10*(1+1.7+1+0.2-0.4+0.2-0.4-0.2-0.1-0.1)=29
Icon of Fear
Your weapon strikes fear into the heart of an enemy, sending him stumbling back, while emboldening your ally. After a successful attack, the enemy takes 14 knockback. In addition, one ally within 5 yards can take two free steps.
Affliction [10]; Free Step (150%); Malediction (+100%); Based On IQ, own roll (+20%); Theistic Power (-40%); Based on Will (+20%); Fixed Duration 3 min (+0%); reduced duration 1/100 (-40%); Linked (+20%); Accessibility: Only after a successful melee attack (-15%); Aspected: Combat Only (-20%); Accessibility: Only Sentient Targets (-10%); Requires Holy Symbol (-10%);
Free Step is Extra Attack [25]x2; Step Only (-40%); Combat Only (-20%); Divine (-10%); 25*(1-0.4-0.2-0.1)=15
10*(1+1.5+1+0.2-0.4+0.2+-0.4+0.2-0.15-0.2-0.1-0.1)=27.5
Innate Attack, 2d6, Crushing [10]; double knockback (+20%), No Blunt Trauma (-20%), No Wounding (-50%); follow-up Universal (50%); Theistic Power (-40%); Requires Holy Symbol (-10%);
10*(1+0.2-0.2-0.5-0.4)=1.0 min 10*0.2=2
Total Cost: 27.5+2=29.5
Rank 1 Encounter Powers [1]
Bane
Make an attack against a target within 5 yards. The target has -3 to all attack rolls and anyone attacking the target gains a +3 bonus to their attack rolls for 1 second.
Obscure 3 [6]; Anti-Targeting (-20%); Reversed (+0%); Ranged (+50%); Follow-Up (+0%); Reduced Duration 1/10 (-20%); Accessibility: Only target hit (-25%); 1/scene (-20%); Aspected: Combat Only (-20%); Reduced Range 1/10 (-30%); Max Range is 5 yards (-10%);
6*(1-0.2+0.5-0.2-0.25-0.2-0.2-0.3-0.1)=0.3 min 6*0.2=1.2
Obscure 3 [6]; Anti-Targeting (-20%); Ranged (+50%); Follow-Up (+0%); Reduced Duration 1/10 (-20%); Accessibility: Only target hit (-25%); Follow-up (+0%); 1/scene (-20%); Aspected: Combat Only (-20%);
6*(1-0.2+0.5-0.25-0.2-0.2-0.2)=2.7
Full Cost: 1.2+2.7=3.9
War Priest's Strike
After a successful attack, you deal extra damage of the same type as your weapon equal to your swing. In addition, anyone attacking the target gains a +4 bonus to their attack rolls for 1 second.
Obscure 4 [8]; Anti-Targeting (-20%); Reversed (+0%); Ranged (+50%); Follow-Up (+0%); Reduced Duration 1/10 (-20%); 1/scene (-20%); Aspected Combat Only (-20%); Accessibility: Only target hit by attack (-25%);
8*(1-0.2+0.5-0.2-0.2-0.2-0.25)=3.6
Natural Weapon Varies [8]; Single (-20%); Cannot Parry (-40%); Follow-up Universal (+50%); Theistic Power (-40%); Aspected: Combat Only (-20%) and Melee Only (-20%); Swing Only (+20%); 1/scene (-20%);
8*(1-0.2-0.4+0.5-0.4-0.2-0.2+0.2-0.2)=0.8 min 8*0.2=1.6
Full Cost: 1.4+3.6=5
Thought Twister
After a successful attack, you deal extra damage of the same type as your weapon equal to your swing. In addition, the target has a -4 penalty to their attack rolls for 1 second.
Obscure 4 [8]; Anti-Targeting (-20%); Ranged (+50%); Follow-Up (+0%); Reduced Duration 1/10 (-20%); 1/scene (-20%); Aspected Combat Only (-20%); Accessibility: Only target hit by attack (-25%);
8*(1-0.2+0.5-0.2-0.2-0.2-0.25)=3.6
Natural Weapon Varies [8]; Single (-20%); Cannot Parry (-40%); Follow-up Universal (+50%); Theistic Power (-40%); Aspected: Combat Only (-20%) and Melee Only (-20%); Swing Only (+20%); 1/scene (-20%);
8*(1-0.2-0.4+0.5-0.4-0.2-0.2+0.2-0.2)=0.8 min 8*0.2=1.6
Full Cost: 1.4+3.6=5
Numinous Shield
After a successful attack, you deal extra damage of the same type as your weapon equal to your swing. In addition, for 1 second, anyone attacking you or any allies within 2 yards has a -2 to their rolls to hit you.
Natural Weapon Varies [8]; Single (-20%); Cannot Parry (-40%); Follow-up Universal (+50%); Theistic Power (-40%); Aspected: Combat Only (-20%) and Melee Only (-20%); Swing Only (+20%); 1/scene (-20%);
8*(1-0.2-0.4+0.5-0.4-0.2-0.2+0.2-0.2)=0.8 min 8*0.2=1.6
Obscure 2 [4]; Anti-Targeting (-20%); Defensive (+50%); Ranged (+50%); Reduced Duration 1/10 (-20%); Aspected: Combat Only (-20%); Selective Area (+20%); Theistic Power (-40%); Accessibility, Only nonvolitional or non-resisting subjects (-20%); 1/scene (-20%);
4*(1-0.2+0.5+0.5-0.2-0.2+0.2-0.4-0.2-0.2)=3.2
Full Cost: 1.6+3.2=4.8
Mighty Hew
You step in when an enemy attacks your ally, parrying his strike by hitting his arm with your weapon. Make a parry check to defend against an attack made against your ally. If you succeed, you may make an attack against the arm of the attacker, and you deal extra damage of the same type as your weapon equal to your swing if you hit. Since this is an interrupt, you must ready this ability on your turn by not using any other power, or pay the full cost.
Technique Step-in Aggressive Parry (-4) at Default [6] with 1/scene (-20%); Theistic Power (-40%); and Sacrificial Parry [1]; 6*(1-0.2-0.4)+1=3.4
Natural Weapon Varies [8]; Single (-20%); Cannot Parry (-40%); Follow-up Universal (+50%); Theistic Power (-40%); Aspected: Combat Only (-20%) and Melee Only (-20%); Swing Only (+20%); 1/scene (-20%);
8*(1-0.2-0.4+0.5-0.4-0.2-0.2+0.2-0.2)=0.8 min 8*0.2=1.6
Full Cost: 3.4+1.6=5
Daunting Light
You create a holy beacon of light. Make an attack roll with range 10. If you hit, the target takes 3d6 burn damage. In addition, for 1 second, any attacks against the target get +2 to attack rolls.
Innate Attack Burn 3d6 [15]; Range 10 y (-20%), Inaccurate 3 (-15%); Theistic Power (-40%) 1/scene (-20%);
15*(1-0.2-0.15-0.4-0.2)=0.75 min 15*0.2=3
Obscure 2 [4]; Anti-Targeting (-20%); Reversed (+0%); Ranged (+50%); Follow-Up (+0%); Reduced Duration 1/10 (-20%); 1/scene (-20%); Aspected Combat Only (-20%); Accessibility: Only targets hit by attack (-25%);
4*(1-0.2+0.5-0.2-0.2-0.2-0.25)=1.8
Full Cost: 3+1.8=4.8
Moonshadow Blow
After a successful attack, you deal extra damage of the same type as your weapon equal to your swing. If you dealt at least 1/3rd of the targets HP his Basic Move is reduced by 3 until he is healed.
Natural Weapon Varies [8]; Single (-20%); Cannot Parry (-40%); Follow-up Universal (+50%); Theistic Power (-40%); Aspected: Combat Only (-20%) and Melee Only (-20%); Swing Only (+20%); Symptom: -3 Basic Move (+45%); 1/scene (-20%) Aspected: Combat Only (-20%);
8*(1-0.2-0.4+0.5-0.4-0.2-0.2+0.2+0.45-0.2-0.2)=2.8
Break the Spirit
You make an attack with 3d6 burn damage and Range 10. In addition, the target has -4 to attack rolls for 1 second.
Innate Attack Burn 3d6 [15]; Range 10 y (-20%), Inaccurate 3 (-15%); Theistic Power (-40%); 1/scene (-20%); Aspected Combat Only (-20%);
15*(1-0.2-0.15-0.4-0.2-0.2)=-2.25 min 15*0.2=3
Obscure 4 [8]; Anti-Targeting (-20%); Ranged (+50%); Follow-Up (+0%); Reduced Duration 1/10 (-20%); 1/scene (-20%); Aspected Combat Only (-20%);
8*(-0.2+0.5-0.2-0.2-0.2)=-2.4 min 8*0.2=1.6
Full Cost: 3+1.6=4.6
Rank 2 Encounter Powers [2]
Cause Fear
Use a concentrate and pick a target within 10 yards. Roll a quick contest between your Religious Ritual and their Will. If you win, roll as if he had failed a fright check. If the result is a stun, instead of doing nothing, the target must use all his move to run away for as long as he is stunned. The max duration for any effects of the check is 1 second.
Terror [30]; Once per scene (-20%); Theistic Power (-40%); Active (+0%); IQ-based own roll (+20%); Aspected: Combat Only (-20%) any effect only lasts 1 second only (-20%);
30*(1-0.2-0.4+0.2-0.2-0.2)=6
Healing Strike
After a successful attack, you deal extra damage of the same type as your weapon equal to your swing+1. In addition, Pick a target within 5 yards that can hear your words and make a Religious Ritual check at normal range penalties. If you succeed, that target heals 4hp.
Healing [30]; FP Cost reduced 2 (+40%); Cannot restore crippled limbs (-10%); Injuries Only (-20%); Capped, 2FP (-25%); Ranged (+40%); Inaccurate 3 (-15%); Range Limit 5y (-40%); Theistic Power (-40%); Linked (+20%); Accessibility: Only after Healing Strike (-10%); Aspected: Combat Only (-20%); Once per Scene (-20%); Sense Based: hearing (-20%);
30*(1+0.4-0.1-0.2-0.25+0.4-0.15-0.4+0.2-0.1-0.2-0.2-0.2)=6.0
Natural Weapon Varies [8]; Single (-20%); Cannot Parry (-40%); Follow-up Universal (+50%); Theistic Power (-40%); Aspected: Combat Only (-20%) and Melee Only (-20%); Swing Only (+20%); Once per Scene (-20%); +1 damage (+30%);
8*(1-0.2-0.4+0.5-0.4-0.2-0.2+0.2-0.2+0.3)=3.2
Full Cost: 6+3.2=9.2
Shield Bearer
You create a shimmering figure that attacks your enemies while shielding your allies.
Make an attack with Range equal to your Willpower. If you hit, you do Single target Burn Damage on the target. In addition, any attacks against you or any allies within 2 yards of the Shield Bearer get a -2 to their attack rolls for 1 second.
Natural Weapon burn/cr [5]; Single (-20%); Cannot Parry (-40%); Inaccurate 3 (-15%); Theistic Power (-40%); Ranged (+100%), Increased 1/2D, 2x (+5%); Swing Only (+20%); 1/scene (-20%);
5*(1-0.2-0.4-0.15-0.4+1+0.05+0.2-0.2)=4.5
Obscure 2 [5]; Anti-Targeting (-20%); Defensive (+50%); Ranged (+50%); Reduced Duration 1/10 (-20%); Aspected: Combat Only (-20%); Selective Area (+20%); Theistic Power (-40%); Accessibility, Only nonvolitional or non-resisting subjects (-20%); Follow-up (+0%); 1/scene (-20%);
2*(1-0.2+0.5+1-0.2-0.2+0.2-0.4-0.2-0.2)=2.6
Full Cost: 4.5+2.6=7.1
Vengeful Flare
Make an attack with Range equal to your Willpower. If you hit, you do Single target Burn Damage on the target. In addition, for 1 second, anyone attacking the target has a +4 to attack rolls.
Natural Weapon burn/cr [5]; Single (-20%); Cannot Parry (-40%); Inaccurate 3 (-15%); Theistic Power (-40%); Ranged (+100%), Increased 1/2D, 2x (+5%); Swing Only (+20%); 1/scene (-20%);
5*(1-0.2-0.4-0.15-0.4+1+0.05+0.2-0.2)=4.5
Obscure 4 [8]; Anti-Targeting (-20%); Reversed (+0%); Ranged (+50%); Follow-Up (+0%); Reduced Duration 1/10 (-20%); 1/scene (-20%); Aspected Combat Only (-20%); Accessibility: Only target hit by attack (-25%);
8*(1-0.2+0.5-0.2-0.2-0.2-0.25)=3.6
Full Cost: 4.5+3.6=8.1
Command
Concentrate and then roll a quick contest of Religious Ritual vs Will against a single target within 10 yards. You suffer the standard range penalties. If you win, the victim will obey a single command. Your control lasts 1 second.
Mind Control [50]. Accessibility, Only on sapient beings, (-10%); Cannot concentrate to extend duration, (-10%); Fixed Duration, (+0%); Reduced Duration, 1/100, (-40%); Theistic Power (-40%); Max Range 10 yards (-30%); 1/encounter (-20%);
50*(1-0.4-0.3-0.2)=10.0 Min 50*0.2=10
Light of Avandor
Make an attack with range equal to your willpower. If you miss, roll scatter. Those within 2 yards of the target take Area Burn Damage, and any ally in the burst is harder to hit: all attacks against them have a -3 to the roll.
Natural Weapon burn/cr [5]; Single (-20%); Cannot Parry (-40%); Inaccurate 3 (-15%); Theistic Power (-40%); Ranged (+100%), Increased 1/2D, 2x (+5%); Area 2y (+50%); Selective Area (+20%); 1/scene (-20%); Aspected Combat Only (-20%);
5*(1-0.2-0.4-0.15-0.4+1+0.05+0.5+0.2-0.2-0.2)=6
Obscure 3 [6]; Anti-Targeting (-20%); Defensive (+50%); Ranged (+50%); Reduced Duration 1/10 (-20%); Aspected: Combat Only (-20%); Selective Area (+20%); Theistic Power (-40%); Accessibility, Only nonvolitional or non-resisting subjects (-20%); Follow-Up (+0%); 1/scene (-20%);
6*(1-0.2+0.5+0.5-0.2-0.2-0.4-0.2-0.2)=3.6
Full Cost: 3.6+6=9.6
Zealous Sanction
Make an attack with Range equal to your Willpower. If you hit, you do Single target Burn Damage on the target. In addition, Pick a target within 5 yards that can hear your words and make a Religious Ritual check at normal range penalties. If you succeed, that target heals 4hp.
Healing [30]; FP Cost reduced 2 (+40%); Cannot restore crippled limbs (-10%); Injuries Only (-20%); Capped, 2FP (-25%); Ranged (+40%); Inaccurate 3 (-15%); Range Limit 5y (-40%); Theistic Power (-40%); Linked (+20%); Accessibility: Only after Healing Strike (-10%); Aspected: Combat Only (-20%); Once per Scene (-20%); Sense Based: hearing (-20%);
30*(1+0.4-0.1-0.2-0.25+0.4-0.15-0.4+0.2-0.1-0.2-0.2-0.2)=6.0
Natural Weapon burn/cr [5]; Single (-20%); Cannot Parry (-40%); Inaccurate 3 (-15%); Theistic Power (-40%); Ranged (+100%), Increased 1/2D, 2x (+5%); Swing Only (+20%); Aspected: Combat Only (-20%); 1/scene (-20%);
5*(1-0.2-0.4-0.15-0.4+1+0.05+0.2-0.2-0.2)=3.5
Full Cost: 6+3.5=9.5
Rank 3 Encounter Powers [3]
Wrathful Thunder
After hitting with a melee attack, make a Religious Ritual vs HT contest against the target. If you win, the target is Tipsy for 1 second
Affliction [10]; Tipsy (10%); Malediction (+100%); Based On IQ, own roll (+20%); Fixed Duration (+0); Reduced Duration 1/100 (-40%); Theistic Power (-40%); Follow-up: Melee (+40%); Aspected: Combat Only (-20%); Once per scene (-20%);
10*(1+0.1+1+0.2-0.4-0.4+0.4-0.2-0.2)=15
Thundering Steel
After a successful attack, you deal extra damage of the same type as your weapon equal to your swing, and you or one ally deals 2 extra damage with on all attacks against the target for 1 second.
Natural Weapon Varies [8]; Single (-20%); Cannot Parry (-40%); Follow-up Universal (+50%); Theistic Power (-40%); Aspected: Combat Only (-20%) and Melee Only (-20%); Swing Only (+20%); 1/scene (-20%);
8*(1-0.2-0.4+0.5-0.4-0.2-0.2+0.2-0.2)=0.8 min 8*0.2=1.6
Affliction [10]; Buff (60%); Malediction (+100%); fixed duration - 3 minutes (+0%); Accessibility, Only nonvolitional or non-resisting subjects (-20%); Based on IQ, Own Roll, (+20%); Reduced Duration 1/100 (-40%); Max Range 5 yards (-25%); Theistic Power (-40%); Accessibility: After hitting an attack (-10%); 1/scene (-20%);
Buff is Innate Attack Any 2 [6]; divine (-10%); Follow-up Universal (+50%); Accessibility: Only against target of Thundering Steel (-20%); Aspected Combat Only (-20%); 6*(1-0.1+0.5-0.2-0.2)=6
10*(1+0.6+1-0.2+0.2-0.4-0.25-0.4-0.1-0.2)=12.5
Full Cost: 12.5+1.6=14.1
Earthen Hail
After a successful melee attack, project a cone that starts on your target, with 5 yards of length and 3 yards of width. All within the cone take Area Crushing Damage. In addition, any attacks against you or any allies within 2 yards get a -3 to their attack rolls for 1 second
Natural Weapon burn/cr [5]; Single (-20%); Cannot Parry (-40%); Inaccurate 3 (-15%); Theistic Power (-40%); Ranged (+100%), Increased 1/2D, 2x (+5%); Cone 3y (+70%); Selective Area (+20%); 1/scene (-20%); Aspected: Combat Only (-20%);
5*(1-0.2-0.4-0.15-0.4+1+0.05+0.7+0.2-0.2-0.2)=7.0
Obscure 3 [6]; Anti-Targeting (-20%); Defensive (+50%); Ranged (+50%); Reduced Duration 1/10 (-20%); Aspected: Combat Only (-20%); Selective Area (+20%); Theistic Power (-40%); Accessibility, Only nonvolitional or non-resisting subjects (-20%); 1/scene (-20%); Aspected: Combat Only (-20%);
6*(1-0.2+0.5+1-0.2-0.2+0.2-0.4-0.2-0.2)=7.8
Full Cost: 7+7.8=14.8
Hammer of the Gods
After a successful melee attack, the target takes 1d6 extra damage from all physical attacks for 1 second.
Affliction [10]; Takes Extra Damage from Physical 4 (16%); Malediction (+100%); Max Range 5y (-25%); Based On IQ, own roll (+20%); Fixed Duration (+0); Reduced Duration 1/100 (-40%); Theistic Power (-40%); Follow-Up: Melee Attacks Only (+40%); Aspected: Combat Only (-20%); 1/scene (-20%);
10*(1+0.16+1-0.25+0.2-0.4-0.4+0.4-0.2-0.2)=13.1
Focus of Cascading Power
After a successful attack, you deal extra damage of the same type as your weapon equal to your swing, and all allies within 2 yards deal 2 extra damage on all attacks for 1 second.
Natural Weapon Varies [8]; Single (-20%); Cannot Parry (-40%); Follow-up Universal (+50%); Theistic Power (-40%); Aspected: Combat Only (-20%) and Melee Only (-20%); Swing Only (+20%); 1/scene (-20%);
8*(1-0.2-0.4+0.5-0.4-0.2-0.2+0.2-0.2)=0.8 min 8*0.2=1.6
Affliction [10]; Buff (57%); Malediction (+100%); fixed duration - 3 minutes (+0%); Accessibility, Only nonvolitional or non-resisting subjects (-20%); Based on IQ, Own Roll, (+20%); Reduced Duration 1/100 (-40%); Max Range 5 yards (-25%); Theistic Power (-40%); Accessibility: After hitting an attack (-10%); 1/scene (-20%); AoE 5y (+50%); Emanation (-20%); Selective Area (+20%); Aspected: Combat Only (-20%); Accessibility: Not on Self (-20%);
Buff is Innate Attack Any 2 [4.8]; divine (-10%); Follow-up Universal (+50%); Aspected Combat Only (-20%); 4.8*(1-0.1+0.5-0.2)=5.76
10*(1+0.57+1-0.2+0.2-0.4-0.25-0.4-0.1-0.2+0.5+0.2-0.2-0.2-0.2)=13.2
Full Cost: 13.2+1.6=14.8
Allied Accuracy
After a successful melee attack, one ally within 4 yards can reroll an attack roll made within the next second.
Affliction [10]; Buff (25%); Malediction (+100%); fixed duration - 3 minutes (+0%); Accessibility, Only nonvolitional or non-resisting subjects (-20%); Based on IQ, Own Roll, (+20%); Reduced Duration 1/100 (-40%); Max Range 5 yards (-25%); Theistic Power (-40%); Follow-up Melee (+40%); Aspected Combat Only (-20%); 1/scene (-20%);
Buff is Impulse Point [5] with Aspected: Combat Only and Rerolling Attacks Only (-40%), Divine Power (-10%); 5*(1-0.4-0.1)=2.5
10*(1+0.25+1-0.2+0.2-0.4-0.25-0.4+0.4-0.2-0.2)=12.0
Inspire Fanaticism
After a successful attack, you deal extra damage of the same type as your weapon equal to your swing. In addition, you or one ally within 5 yards take half damage from all attacks.
Natural Weapon Varies [8]; Single (-20%); Cannot Parry (-40%); Follow-up Universal (+50%); Theistic Power (-40%); Aspected: Combat Only (-20%) and Melee Only (-20%); Swing Only (+20%); 1/scene (-20%); Aspected Combat Only (-20%);
8*(1-0.2-0.4+0.5-0.4-0.2-0.2+0.2-0.2-0.2)=-0.8 min 8*0.2=1.6
Affliction [10]; Buff (250%); Malediction (+100%); fixed duration - 3 minutes (+0%); Accessibility, Only nonvolitional or non-resisting subjects (-20%); Based on IQ, Own Roll, (+20%); Reduced Duration 1/100 (-40%); Max Range 5 yards (-25%); Theistic Power (-40%); Linked (+20%); Aspected Combat Only (-20%); 1/scene (-20%);
Buff is Injury Resist 1/2 [50]; Aspected: Attacks Only; Combat Only (-40%); Divine Power (-10%); 50*(1-0.4-0.1)=25
10*(1+2.5+1-0.2+0.2-0.4-0.25-0.4+0.2-0.2-0.2)=32.5
Full Cost: 32.5+1.6=34.1
Price of Violence
You step in when an enemy attacks your ally, creating a blinding flash of light in his front of his eyes. Make a power parry against an attack that targets you or an ally. If you fail, the attack continues as normal. If you succeed make a Religious Ritual vs HT contest against the target. If you win, the target is Blinded for 1 second, affecting the triggering attack.
Affliction [10]; Blind (45%); Malediction (+100%); Max Range 5y (-40%); Based On IQ, own roll (+20%); Fixed Duration (+0); Reduced Duration 1/100 (-40%); Theistic Power (-40%); Aspected Combat Only (-20%); 1/scene (-20%); Accessibility: Only for a power parry (-20%);
10*(1+0.45+1-0.4+0.2-0.4-0.4-0.2-0.2-0.2)=8.5
Unique Technique Price of Violence (-1 for allowing Power Parry to do an aggressive parries, -2 to step into the attack and count as a retreat, -2 to allow the affliction to count as the aggressive part) at default [7]; Sacrificial Parry [1] 7+1=8 both with 1/scene (-20%); divine power (-10%) and aspected combat only (-20%); 8*(1-0.2-0.1-0.2)=4
Full Cost: 4+8.5=12.5
Searing Brand
After hitting with a melee attack, make a Religious Ritual vs HT contest against the target. If the target loses, he is blinded for 1 second.
Affliction [10]; Blind (45%); Malediction (+100%); Max Range 5y (-40%); Based On IQ, own roll (+20%); Fixed Duration (+0); Reduced Duration 1/100 (-40%); Theistic Power (-40%); Aspected: Combat Only (-20%); 1/scene (-20%); Follow-up Melee Attack (+40%);
10*(1+0.45+1-0.4+0.2-0.4-0.4-0.2-0.2+0.4)=14.5
Fey Beguiling
After a successful attack, you deal extra damage of the same type as your weapon equal to your swing. In addition, make a quick contest of Religious Ritual vs Will against the target. If you win, the target cannot attack you and is compelled to attack anyone that attacked you for 1 second.
Natural Weapon Varies [8]; Single (-20%); Cannot Parry (-40%); Follow-up Universal (+50%); Theistic Power (-40%); Aspected: Combat Only (-20%) and Melee Only (-20%); Swing Only (+20%); 1/scene (-20%); Linked (+10%);
8*(1-0.2-0.4+0.5-0.4-0.2-0.2+0.2-0.2-0.2+0.1)=0.0 min 8*0.2=1.6
Mind Control [50]. Accessibility, Only on sapient beings, (-10%); Cannot concentrate to extend duration, (-10%); Fixed Duration, (+0%); Reduced Duration, 1/100, (-40%); Theistic Power (-40%); 1/scene (-20%); Linked (+10%);
50*(1-0.1-0.1-0.4-0.4+0.1)=5 min 50*0.2=10
Full Cost: 1.6+10=11.6
Rank 4 Encounter Powers [4]
Sun Burst
After a successful melee attack, you and every ally within 2 yards gains 4 Ablative DR for 1 second.
Affliction [10]; Buff (40%); Malediction (+100%); fixed duration - 3 minutes (+0%); Accessibility, Only nonvolitional or non-resisting subjects (-20%); Based on IQ, Own Roll, (+20%); Reduced Duration 1/100 (-40%); Max Range 5 yards (-25%); Theistic Power (-40%); AoE 2y (+50%); Selective (+20%); Emanation (-20%); Follow-up: Melee Only (+40%); 1/scene (-20%); Aspected Combat Only (-20%);
Buff is DR 4 [20]; Ablative (-80%); Divine (-10%); 20*(1-0.8-0.1)=2.0 min 20*0.2=4
10*(1+0.4+1-0.2+0.2-0.4-0.25-0.4+0.5+0.2-0.2+0.4-0.2-0.2)=18.5
Illuminating Blow
After a successful attack, you deal extra damage of the same type as your weapon equal to your swing, and you or one ally deals 1d6 extra damage on all attacks for 1 second.
Natural Weapon Varies [8]; Single (-20%); Cannot Parry (-40%); Follow-up Universal (+50%); Theistic Power (-40%); Aspected: Combat Only (-20%) and Melee Only (-20%); Swing Only (+20%); 1/scene (-20%);
8*(1-0.2-0.4+0.5-0.4-0.2-0.2+0.2-0.2)=0.8 min 8*0.2=1.6
Affliction [10]; Buff (96%); Malediction (+100%); fixed duration - 3 minutes (+0%); Accessibility, Only nonvolitional or non-resisting subjects (-20%); Based on IQ, Own Roll, (+20%); Reduced Duration 1/100 (-40%); Max Range 5 yards (-25%); Theistic Power (-40%); Accessibility: After hitting an attack (-10%); 1/scene (-20%);
Buff is Innate Attack Any 1d6 [8]; divine (-10%); Follow-up Universal (+50%); Aspected Combat Only (-20%); 8*(1-0.1+0.5-0.2)=9.6
10*(1+0.96+1-0.2+0.2-0.4-0.25-0.4-0.1-0.2)=16.1
Full Cost: 16.1+1.6=17.7
Split the Sky
After you hit with a melee attack, the enemy takes 28 knockback and must make a quick contest between your Religious Ritual and their HT. If they fail, they are knocked prone.
Innate Attack, 4d6, Crushing [20]; double knockback (+20%), No Blunt Trauma (-20%), No Wounding (-50%); follow-up any melee (40%); Theistic Power (-40%); 1/Scene (-20%); Aspected: Combat Only (-20%);
20*(1+0.2-0.2-0.5+0.4-0.4-0.2-0.2)=2.0 Min 20*0.2=4
Affliction [10]; legless (40%); Malediction (+100%); Max Range 5y (-25%); Based On IQ, own roll (+20%); Fixed Duration (+0); Reduced Duration 1/100 (-40%); Theistic Power (-40%); Follow up Melee (+40%); Aspected Combat Only (-20%); 1/scene (-20%);
10*(1+0.4+1-0.25+0.2-0.4-0.4+0.4-0.2-0.2)=15.5
Full Cost: 15.5+4=19.5
Astral Flare
Make a Religious Ritual vs HT contest against all creatures within 2 yards. If you win, the targets are Stunned for 1 second.
Affliction [10]; Malediction (+100%); Based On IQ, own roll (+20%); Stun is 1 second only (-20%); Theistic Power (-40%); AoE 2y (+50%); Emanation (-20%);
10*(1+1+0.2-0.2-0.4+0.5-0.2)=19
Words are Not Enough
Make two attacks against two different targets. Each deals extra damage of the same type as your weapon equal to your swing. If a target lost at least 1/3rd of their HP on this attack, they suffer from Terrible Pain penalties (-6 to IQ & DX, halved for HPT) until healed.
Unique Technique Words are not Enough (Rapid Strike -6) bought to default [6] with Divine Power (-10%); 6*0.9=5.4
Natural Weapon Varies [8]; Single (-20%); Cannot Parry (-40%); Follow-up Universal Melee (40%); Theistic Power (-40%); Aspected: Combat Only (-20%) and Melee Only (-20%); Swing Only (+20%); Symptom Severe Pain 1/3 (+180%); 1/scene (-20%); Aspected Combat Only (-20%); Accessibility: Only when used with Words Are Not Enough Technique (-10%);
8*(1-0.2-0.4+0.5-0.4-0.2-0.2+0.2+1.8-0.2-0.2-0.1)=12.8
Full Cost: 5.4+12.8=18.2
Searing Light
Make a Religious Ritual vs HT contest against a target within 5 yards. If the target loses, he takes 4d6 burn damage and is blinded for 1 second.
Innate Attack Burn 1d6 [5]; Range 1/10 (-30%), Inaccurate 3 (-15%); Theistic Power (-40%); 1/scene (-20%); Aspected: Combat Only (-20%); No Incendiary (-10%); Requires Holy Symbol (-10%); Malediction (+100%); Actual Range 5y (-10%);
20*(1-0.3-0.15-0.4-0.2-0.2-0.1-0.1+1-0.1)=9
Affliction [10]; Blind (45%); Malediction (+100%); Max Range 5y (-40%); Based On IQ, own roll (+20%); Fixed Duration (+0); Reduced Duration 1/100 (-40%); Theistic Power (-40%); Aspected: Combat Only (-20%); 1/scene (-20%); Follow-up (0%);
10*(1+0.45+1-0.4+0.2-0.4-0.4-0.2-0.2)=10.5
10.5+9=19.5
Blessing of Dust
After hitting with a melee attack deal extra weapon damage equal to swing and make a Religious Ritual vs HT contest against the target. If the target loses, he is knocked prone.
Affliction [10]; legless (40%); Malediction (+100%); Max Range 5y (-40%); Based On IQ, own roll (+20%); Fixed Duration (+0); Reduced Duration 1/100 (-40%); Theistic Power (-40%); Aspected: Combat Only (-20%); 1/scene (-20%); Follow-up Melee Attack (+40%);
10*(1+0.4+1-0.4+0.2-0.4-0.4-0.2-0.2+0.4)=14
Natural Weapon Varies [8]; Single (-20%); Cannot Parry (-40%); Follow-up Universal (+50%); Theistic Power (-40%); Aspected: Combat Only (-20%) and Melee Only (-20%); Swing Only (+20%); 1/scene (-20%);
8*(1-0.2-0.4+0.5-0.4-0.2-0.2+0.2-0.2)=0.8 min 8*0.2=1.6
Full Cost: 1.6+14=15.6
Rank 5 Encounter Powers [5]
Weapon of Enforced Serenity
After a successful attack, you deal extra damage of the same type as your weapon equal to your swing. In addition, the target must make quick contest of your Religious Ritual vs his HT. If you win, any damage he does is reduced by 50% for 1 second.
Natural Weapon Varies [8]; Single (-20%); Cannot Parry (-40%); Follow-up Universal (+50%); Theistic Power (-40%); Aspected: Combat Only (-20%) and Melee Only (-20%); Swing Only (+20%);
8*(1-0.2-0.4+0.5-0.4-0.2-0.2+0.2)=2.4
Affliction [10]; Weakness (75%); Malediction (+100%); Max Range 5y (-25%); Based On IQ, own roll (+20%); Fixed Duration (+0); Reduced Duration 1/100 (-40%); Theistic Power (-40%); Follow-up Universal (+50%);
Weakness is Shrinking 3 [15]; Minimum Size Only, (+0%); Magic (-10%); Aspected: Only for the purposes of reducing damage (-40%); 15*(1-0.1-0.4)=7.5
10*(1+0.75+1-0.25+0.2-0.2-0.5-0.4+0.5)=21
Full Cost: 2.4+21=23.4
Hammering Wind
After a successful melee attack, the target takes extra 14 knockback. In addition, all allies can instantly move their basic move -4 (min 1).
Innate Attack, 2d6, Crushing [10]; double knockback (+20%), No Blunt Trauma (-20%), No Wounding (-50%); follow-up (0%); Theistic Power (-40%);
10*(1+0.2-0.2-0.5-0.4)=1.0 min 10*0.2=2
Affliction [10]; Slide (130%); Malediction (+100%); fixed duration - 3 minutes (+0%); Accessibility, Only nonvolitional or non-resisting subjects (-20%); Based on IQ, Own Roll, (+20%); Reduced Duration 1/100 (-40%); Max Range 5 yards (-25%); Theistic Power (-40%); Linked (+10%); AoE 2y (+50%); Selective (+20%); Emanation (-20%); Accessibility, After melee attack (-10%); Aspected Combat Only (-20%); 1/scene (-20%); Duration is actually instant (-5%);
Slide is Teleportation [40]; Aspected: Only in Combat (-20%); Magical (-10%); Reduced Move -4 (-20); 40*(1-0.2-0.1)-15=13.0
10*(1+1.3+1-0.2+0.2-0.4-0.25-0.4+0.1+0.5+0.2-0.2-0.1-0.2-0.2-0.05)=23
Full Cost: 23+2=25
Resurgent Sun
After a successful attack, you deal extra damage of the same type as your weapon equal to your swing+1. In addition, pick yourself or an ally within 5 yards that can hear your words and make a Religious Ritual check at normal range penalties. If you succeed, that target heals 4hp.
Healing [30]; FP Cost reduced 2 (+40%); Cannot restore crippled limbs (-10%); Injuries Only (-20%); Capped, 2FP (-25%); Ranged (+40%); Inaccurate 3 (-15%); Range Limit 5y (-40%); Theistic Power (-40%); Linked (+20%); Accessibility: Only after Healing Strike (-10%); Aspected: Combat Only (-20%); Once per Scene (-20%); Sense Based: hearing (-20%); Affects Self (+50%);
30*(1+0.4-0.1-0.2-0.25+0.4-0.15-0.4+0.2-0.1-0.2-0.2-0.2+0.5)=21.0
Natural Weapon Varies [8]; Single (-20%); Cannot Parry (-40%); Follow-up Universal (+50%); Theistic Power (-40%); Aspected: Combat Only (-20%) and Melee Only (-20%); Swing Only (+20%); Once per Scene (-20%); +1 damage (+30%);
8*(1-0.2-0.4+0.5-0.4-0.2-0.2+0.2-0.2+0.3)=3.2
Full Cost: 21+3.2=24.2
Strengthen the Faithful
After a successful attack, you deal extra damage of the same type as your weapon equal to your swing. In addition make a Religious Ritual check. If you succeed, all allies within 2 yards that can hear your words heal 8hp.
Natural Weapon Varies [8]; Single (-20%); Cannot Parry (-40%); Follow-up Universal (+50%); Theistic Power (-40%); Aspected: Combat Only (-20%) and Melee Only (-20%); Swing Only (+20%); Linked (+10%);
8*(1-0.2-0.4+0.5-0.4-0.2-0.2+0.2+0.1)=3.2
Healing [30]; Required disadvantage (-10%); Gestures (-10%); Magic Words (-10%); FP Cost reduced 4 (+80%); Cannot restore crippled limbs (-10%); Injuries Only (-20%); Capped, 4FP (-20%); Once per Scene (-20%); Sense Based: hearing (-20%); Divine Power (-10%); Area of Effect 2y (+50%); Emanation (-20%); Aspected: Combat Only (-20%) and Recent Injuries Only (-20%); Linked (+10%); Selective (+20%);
30*(1-0.1-0.1-0.1+0.8-0.1-0.2-0.2-0.2-0.1+0.5-0.2-0.2-0.2-0.2+0.1+0.2)=21
Full Cost: 3.2+21=24.2
Denunciation
Make a Religious Ritual vs HT contest against a target within 5 yards. If you win the target is in moderate pain (-2 DX and IQ), at -2 to all attack rolls and anyone attacking the target has +2 to their attack rolls for 1 second.
Affliction [10]; Moderate Pain (+20%); Debuff (+136%); Malediction (+100%); Max Range 5y (-40%); Based On IQ, own roll (+20%); Fixed Duration (+0); Reduced Duration 1/100 (-40%); Theistic Power (-40%); Aspected Combat Only (-20%); 1/scene (-20%);
Debuff is: Obscure 2 [4]; Anti-Targeting (-20%); Reversed (+0%); Ranged (+100%); Follow-Up (+0%); Magic (-10%); plus the same obscure but without reversed; (4*(1-0.2+1-0.1))*2=13.6
10*(1+0.2+1.36+1-0.4+0.2-0.4-0.4-0.2-0.2)=21.6
Rank 6 Encounter Powers [6]
Divine Glow
You emit a wave of light from your hand, hurting your enemies and empowering your allies. Make an attack against a point within Willpower/2 yards. If you fail, roll scatter. A cone with a width of 3 yards is projected to that point. Enemies in the cone take Area Burn Damage. Allies in the cone gain +2 to all attack rolls.
Affliction [10]; Buff (63%); Malediction (+100%); Based On IQ, own roll (+20%); Theistic Power (-40%); Fixed Duration 3 min (+0%); reduced duration 1/100 (-40%); Cone 3y (+70%); Selective Area (+20%); Linked (+10%); Accessibility, Only nonvolitional or non-resisting subjects (-20%); 1/scene (-20%); Max Range 5y (-25%); Aspected: Combat Only (-20%);
Buff is Weapon Savant 2 [9]; Divine Power (-10%); Only for attack rolls (-20%); 9*(1-0.1-0.2)=6.3
10*(1+0.63+1+0.2-0.4-0.4+0.7+0.2+0.1-0.2-0.2-0.25-0.2)=21.8
Natural Weapon burn/cr [5]; Single (-20%); Cannot Parry (-40%); Inaccurate 3 (-15%); Theistic Power (-40%); Ranged (+100%), Increased 1/2D, 2x (+5%); Cone 3y (+70%); Selective Area (+20%); 1/scene (-20%); Aspected: Combat Only (-20%);
5*(1-0.2-0.4-0.15-0.4+1+0.05+0.7+0.2-0.2-0.2)=7.0
Full Cost: 21.8+7=28.8
Awe Strike
After hitting with a melee attack, make a Religious Ritual vs HT contest against the target. If you win, the target is rooted to the ground for 1 second
Affliction [10]; Sessile (40%); Malediction (+100%); Based On IQ, own roll (+20%); Fixed Duration (+0); Reduced Duration 1/100 (-40%); Theistic Power (-40%); Follow-up: Melee (+40%); Aspected: Combat Only (-20%); Once per scene (-20%);
10*(1+0.4+1+0.2-0.4-0.4+0.4-0.2-0.2)=18
Rank 7 Encounter Powers [7]
Sacred Shielding
After a successful attack, you deal extra damage of the same type as your weapon equal to your swing. In addition, all allies within 2 yards gains 4 DR for 1 second.
Natural Weapon Varies [8]; Single (-20%); Cannot Parry (-40%); Follow-up Universal (+50%); Theistic Power (-40%); Aspected: Combat Only (-20%) and Melee Only (-20%); Swing Only (+20%); 1/scene (-20%);
8*(1-0.2-0.4+0.5-0.4-0.2-0.2+0.2-0.2)=0.8 min 8*0.2=1.6
Affliction [10]; Buff (180%); Malediction (+100%); fixed duration - 3 minutes (+0%); Accessibility, Only nonvolitional or non-resisting subjects (-20%); Based on IQ, Own Roll, (+20%); Reduced Duration 1/100 (-40%); Max Range 5 yards (-25%); Theistic Power (-40%); Linked (+10%); AoE 2y (+50%); Selective (+20%); Emanation (-20%); Accessibility, After melee attack (-10%); Aspected Combat Only (-20%); 1/scene (-20%);
Buff is DR 4 [20]; Divine (-10%); 20*(1-0.1)=18
10*(1+1.8+1-0.2+0.2-0.4-0.25-0.4+0.1+0.5+0.2-0.2-0.2-0.2)=29.5
29.5+1.6=31.1
Granite Shield
After a successful attack, you deal extra 14 knockback to the target. In addition, all allies within 2 yards gains 5 DR for 1 second.
Innate Attack, 4d6, Crushing [10]; double knockback (+20%), No Blunt Trauma (-20%), No Wounding (-50%); follow-up (0%); Theistic Power (-40%);
10*(1+0.2-0.2-0.5-0.4)=1.0
Affliction [10]; Buff (225%); Malediction (+100%); fixed duration - 3 minutes (+0%); Accessibility, Only nonvolitional or non-resisting subjects (-20%); Based on IQ, Own Roll, (+20%); Reduced Duration 1/100 (-40%); Max Range 5 yards (-25%); Theistic Power (-40%); Linked (+10%); AoE 2y (+50%); Selective (+20%); Emanation (-20%); Accessibility, After melee attack (-10%); Aspected Combat Only (-20%); 1/scene (-20%);
Buff is DR 5 [25]; Divine (-10%); 25*(1-0.1)=22.5
10*(1+2.25+1-0.2+0.2-0.4-0.25-0.4+0.1+0.5+0.2-0.2-0.2-0.2)=34
Full Cost: 34+1=35
Death Surge
You channel the necrotic energies released upon the death of a living creature into an leeching force that hurts your enemies to empower you and your allies.
After the death of a living sentient creature within 3 yards, all enemies within 3 yards of you take 3d6 toxic damage while all allies within 2 yards of you gain 4 Ablative DR for 9 seconds and +2 on all attack rolls for 1 second.
Innate Attack Burn tox [12]; Range 10 y (-20%), Inaccurate 3 (-15%); Theistic Power (-40%); AoE 3y (+75%); 1/scene (-20%); Trigger: Death of Sentient Being within 3 yards (-45%); Selective (+20%); Emanation (-20%);
12*(1-0.2-0.15-0.4+0.75-0.2-0.45+0.2-0.2)=4.2
Affliction [10]; Buff (40%); Malediction (+100%); fixed duration - 3 minutes (+0%); Accessibility, Only nonvolitional or non-resisting subjects (-20%); Based on IQ, Own Roll, (+20%); Reduced Duration 1/20(-25%); Max Range 5 yards (-25%); Theistic Power (-40%); 1/scene (-20%); Aspected: Combat Only (-20%); AoE 2y (+50%); Death of Sentient Being within 3 yards (-45%); Selective (+20%); Emanation (-20%);
Buff is DR 4 [20]; Ablative (-80%); Divine (-10%); 20*0.2=4
10*(1+0.4+1-0.2+0.2-0.25-0.25-0.4-0.2-0.2+0.5-0.45+0.2-0.2)=11.5
Affliction [10]; Buff (81%); Malediction (+100%); fixed duration - 3 minutes (+0%); Accessibility, Only nonvolitional or non-resisting subjects (-20%); Based on IQ, Own Roll, (+20%); Reduced Duration 1/100(-40%); Max Range 5 yards (-25%); Theistic Power (-40%); 1/scene (-20%); Aspected: Combat Only (-20%); AoE 2y (+50%); Death of Sentient Being within 3 yards (-45%); Selective (+20%); Emanation (-20%);
Buff is Weapon Savant 2 [9] Divine (-10%); 9*0.9=8.1
10*(1+0.81+1-0.2+0.2-0.25-0.25-0.4-0.2-0.2+0.5-0.45+0.2-0.2)=15.6
Full Cost: 4.2+11.5+15.6=31.3
Wrathful Lightning
Throw your weapon at an enemy with a bonus of +4 to hit. If you hit, deal extra damage of the same type as your weapon equal to your swing. In addition, you or an ally within 5 yards can teleport a distance equal to their Basic Speed.
Throwing Art +4 [16] with 1/scene (-20%); Theistic Power (-40%); Aspected Comat Only (-20%); Linked (+10%);
16*(1-0.2-0.4-0.2+0.1)=4.8
Natural Weapon Varies [8]; Single (-20%); Cannot Parry (-40%); Follow-up Universal (+50%); Theistic Power (-40%); Aspected: Combat Only (-20%) and Melee Only (-20%); Swing Only (+20%); 1/scene (-20%); Follow-up throwing attack (+20%);
8*(1-0.2-0.4+0.5-0.4-0.2-0.2+0.2-0.2+0.2)=2.4
Affliction [10]; Buff (200%); Malediction (+100%); fixed duration - 3 minutes (+0%); Accessibility, Only nonvolitional or non-resisting subjects (-20%); Based on IQ, Own Roll, (+20%); Reduced Duration 1/100 (-40%); Max Range 5 yards (-40%); Theistic Power (-40%); 1/scene (-20%); Aspected Combat Only (-20%); Linked (+10%);
Buff is Teleportation [40]; Aspected Combat Only (-20%); Divine Power (-10%) Accessibility: Must be adjacent to target (-20%); 40*(1-0.2-0.1-0.2)=20
10*(1+2+1-0.2+0.2-0.4-0.4-0.4-0.2-0.2+0.1)=25
Full Cost: 4.8+2.4+25=32.2
Rank 9 Encounter Powers [9]
Hymn of Resurgence
Select a point within 5 yards and draw a cone from your position. All enemies in the cone must make a quick contest of their HT vs your Religious Ritual. If they lose they are knocked prone and all attacks targeting them have a +2 to hit. In addition, allies in the cone gain 8 Ablative DR for 9 seconds.
Affliction [10]; Buff (80%); Malediction (+100%); fixed duration - 3 minutes (+0%); Accessibility, Only nonvolitional or non-resisting subjects (-20%); Based on IQ, Own Roll, (+20%); Reduced Duration 1/20 (-25%); Max Range 5 yards (-25%); Theistic Power (-40%); Cone 3y (+70%); Selective (+20%); 1/scene (-20%); Aspected Combat Only (-20%);
Buff is DR 8 [40]; Ablative (-80%); Divine (-10%); 40*(1-0.8-0.1)=4.0 min 40*0.2=8
10*(1+0.8+1-0.2+0.2-0.4-0.25-0.25-0.25-0.4+0.7+0.2-0.2-0.2)=17.5
Affliction [10]; Legless (40%); Malediction (+100%); Max Range 5y (-25%); Based On IQ, own roll (+20%); Fixed Duration (+0); Reduced Duration 1/100 (-40%); Theistic Power (-40%); Linked (+10%); Cone 3y (+70%); Selective (+20%); 1/scene (-20%); Aspected Combat Only (-20%);
10*(1+0.4+1-0.25+0.2-0.4-0.4+0.1+0.7+0.2-0.2-0.2)=21.5
Obscure 2 [4]; Anti-Targeting (-20%); Reversed (+0%); Ranged (+50%); Follow-Up (+0%); Reduced Duration 1/10 (-20%); 1/scene (-20%); Aspected Combat Only (-20%);
4*(1-0.2+0.5-0.2-0.2-0.2)=2.8
Full Cost: 17.5+21.5+2.8=41.8
Rank 11 Encounter Powers [11]
Rank 1 Daily Powers [1]
Cascade of Light
Make a Religious Ritual vs HT contest against a target within 5 yards. If the target loses, he takes 2d6 burn damage and is takes +4 damage from all physical attacks for 9 seconds. At the end of every turn the target can make another HT check to resist.
Innate Attack Burn 1d6 [5]; Range 1/10 (-30%), Inaccurate 3 (-15%); Theistic Power (-40%); 1/day (-40%); Aspected: Combat Only (-20%); No Incendiary (-10%); Requires Holy Symbol (-10%); Malediction (+100%); Actual Range 5y (-10%); No Incendiary (-10%);
10*(1-0.3-0.15-0.4-0.4-0.2-0.1-0.1+1-0.1)=2.5
Affliction [10]; Takes Extra Damage from Physical 4 (16%); Malediction (+100%); Max Range 5y (-40%); Based On IQ, own roll (+20%); Fixed Duration (+0); Reduced Duration 1/20 (-25%); Theistic Power (-40%); Aspected: Combat Only (-20%); 1/day (-40%); Follow-up (0%); Save Ends (-50%);
10*(1+0.16+1-0.4+0.2-0.25-0.4-0.4-0.2-0.5)=2.1
2.5+2.1=4.6
Avenging Flame
After a successful attack, you deal extra Burn damage equal to your thrust. If the target took at least 1 point of injury, the target's very flesh and clothes instantly catch fire, taking 1d6-1 damage per second until the fire is extinguished. Since the flesh itself is on fire, DR is completely ignored.
Natural Weapon Burm [5]; Single (-20%); Cannot Parry (-40%); Follow-up Universal (+50%); Theistic Power (-40%); Aspected: Combat Only (-20%) and Melee Only (-20%); Daily (-40%); Cosmic, Up to Incendiary 3, (+100%) Incendiary 3, (+30%);
5*(1-0.2-0.4+0.5-0.4-0.2-0.2-0.4+1+0.3)=5
Weapon of the Gods
You deal an extra 1d6 burn damage on all attacks with one held weapon for 1 minute.
Affliction [10]; Magic Weapon (55%); fixed duration - 3 minutes, Accessibility, Only nonvolitional or non-resisting subjects, -20%, Based on IQ, Own Roll, +20%, Accessibility, Self only (-80%); Reduced Duration 1/3 (-10%); Theistic Power (-40%); Aspected: Combat Only (-20%); Daily (-40%); Requires Weapon (-10%);
Magic Weapon is: Innate Attack Burn 1d6 [5]; Divine Power (-10%); Follow-Up: weapon (+40%); Aspected: Combat Only (-20%);
5*(1-0.1+0.4-0.2)=5.5
10*(1+0.55-0.2+0.2-0.8-0.1-0.4-0.2-0.4-0.1)=-4.5 min 10*0.2=2
Iron to Glass
Make a Religious Ritual vs HT contest against a target within 5 yards. If you win, the target deals -5 on all muscle-powered damage rolls for 9 seconds.
Affliction [10]; -5 Striking ST* (5%); Malediction (+100%); Max Range 5y (-40%); Based On IQ, own roll (+20%); Fixed Duration (+0); Reduced Duration 1/20 (-25%); Theistic Power (-40%); Aspected: Combat Only (-20%); Daily (-40%); Aspected: Only for damage rolls (-10%); *Kyos Striking St is 1pt/level
10*(1+0.05+1-0.4+0.2-0.25-0.4-0.2-0.4-0.1)=5.0
Rank 2 Daily Powers [2]
Weapon of Astral Flame
You create a fiery blade in a hex within 5 yards. The weapon cannot be farther than that from you. The weapon deals Area Burn Damage, and any target hit must make an HT check or become afflicted with Terrible Pain (-6 to DX and IQ, halved for HPT). You may move the weapon with another Concentrate maneuver. The weapon lasts 9 seconds. Once per turn, whenever you make an attack of any kind, the sword attacks automatically.
Affliction [10]; Flame Blade (150%); fixed duration - 3 minutes, Accessibility, Only nonvolitional or non-resisting subjects, -20%, Based on IQ, Own Roll, +20%, Accessibility, Self only (-80%); Reduced Duration 1/20 (-25%); Theistic Power (-40%); 1/day (-40%); Aspected: Combat Only (-20%);
Flame Blade is Natural Weapon Burn [5]; Single (-20%); Reach 5, Requires ready (+120%); Magic Power (-10%); Side Effect: Terrible Pain (+110%);
5*(1-0.2+1.2-0.1+1.1)=15
10*(1+1.5-0.2-0.2+0.2-0.8-0.25-0.4-0.4-0.2)=2.5
Plus Extra Attack [25]; Aspected: Only to swing Flame blade (-20%); and only in combat (-20%); 1/day (-40%);
25*(1-0.2-0.2-0.4)=5.0
Full Cost: 2.5+5=7.5
Gift of Incomparable Strength
After a successful attack, you deal extra damage of the same type as your weapon equal to your swing +2 per die and the target is marked for 10 seconds;
Natural Weapon Varies [8]; Single (-20%); Cannot Parry (-40%); Follow-up Universal (+50%); Theistic Power (-40%); Aspected: Combat Only (-20%) and Melee Only (-20%); Swing Only (+20%); +2/die dmg (+60%); Daily (-40%);
8*(1-0.2-0.4+0.5-0.4-0.2-0.2+0.2+0.6-0.4)=4
Obscure 2 [4]; Ranged (+50%); No Area effect (-50%); Anti-Targeting (-20%) Accessibility: doesn't protect the caster (-10%); Follow-up: Melee Attack (40%);
4*(1+0.5-0.5-0.2-0.1+0.4)=4.4
Full Cost: 4+4.4=8.4
Nimbus of Holy Shielding
Make an attack against a target within reach. Treat the weapon’s damage as if it had the Explosion modifier (p. B104), regardless of damage type. Divide damage by the distance in yards to each target. In addition, any attacks against you or any allies within 2 yards get a -2 to their attack rolls for 10 seconds.
Single Skill Imbue 3 [8] with + Shockwave, bought to default +10 [18] with Theistic Power (-40%); 1/Day(-40%); Aspected: Combat Only (-20%);
18*(1-0.4-0.4-0.2)=0.0 min 18*0.2=3.6
Obscure 2 [4]; Anti-Targeting (-20%); Defensive (+50%); Aspected: Combat Only (-20%); Selective Area (+20%); Theistic Power (-40%); Accessibility, Only nonvolitional or non-resisting subjects (-20%); Daily (-40%); Linked (+20%); Accessibility: Hit with melee attack (-10%);
4*(1-0.2+0.5-0.2+0.2-0.4-0.2-0.4+0.2-0.1)=1.6
Full Cost: 3.6+1.6=5.2
Inflict Wounds
Make a melee touch attack. If you succeed, make a Quick Contest of Religious Ritual vs the targets Will. If you win, that target takes 6d6 toxic damage.
Innate Attack Tox 6d6 [24]; Theistic Power (-40%); Melee Attack Reach C, Cannot Parry (-35%); Touch-Based (-20%); Malediction (+100%); Daily (-40%); Aspected: Combat Only (-20%); Accessibility: Living Creatures Only (-10%);
24*(1-0.4-0.35-0.2+1-0.4-0.2-0.1)=8.4
Horde of Spiders
You create a swarm of spiders on top of an enemy. You make an attack with 4d6 tox damage and Range 10. Any target hit must make an HT check of be poisoned by Spider poison. The Spiders linger for 10 seconds, forcing a new HT check every second until the target can somehow rid himself of the swarm. If you miss, the swarm lingers, occupying an area with a 2 yard radius, and anyone without feet and leg DR must make an HT check or be poisoned.
Poison: 2 dmg/sec, 4 cycles, HT check per cycle.
Innate Attack Burn 4d6 [16]; Range 10 y (-20%), Inaccurate 3 (-15%); Theistic Power (-40%); Daily (-40%); Linked (+10%);
16*(1-0.2-0.15-0.4-0.4+0.1)=-0.8 Min 16*0.2=3.2
Create Poison 2 [10]; Ranged (+40%); Range 10 y (-20%), Inaccurate 3 (-15%); Theistic Power (-40%); Reduced FP Cost -2 (+40%); Daily (-40%); Linked (+10%); Aspected: Combat Only (-20%);
10*(1+0.4-0.2-0.15-0.4+0.4-0.4+0.1-0.2)=5.5
Full Cost: 3.2+5.5=8.7
Spiritual Weapon
You create a spirit weapon in a hex within 5 yards. The weapon cannot be farther than that from you. The weapon deals Area Burn Damage, and any target hit becomes easier to hit: any attacks against the target are made at +1. This effect lasts 10 seconds. You may move the weapon with another Concentrate maneuver. The weapon lasts 9 seconds. Once per turn, whenever you make an attack of any kind, the sword attacks automatically.
Affliction [10]; Spiritual Weapon (101%); fixed duration - 3 minutes, Accessibility, Only nonvolitional or non-resisting subjects, -20%, Based on IQ, Own Roll, +20%, Accessibility, Self only (-80%); Reduced Duration 1/20 (-25%); Theistic Power (-40%); 1/day (-40%); Aspected: Combat Only (-20%);
Flame Blade is Natural Weapon Burn [5]; Single (-20%); Reach 5, Requires ready (+120%); Magic Power (-10%); plus Obscure 1 [2]; Anti-Targeting (-20%); Reversed (+0%); Follow-Up (+0%); No Area Effect (-50%);
5*(1-0.2+1.2-0.1)=9.5 and 2*(1-0.2-0.5)=0.6 min 2*0.2=0.4 ;
9.5+0.6=10.1
10*(1+1.01-0.2-0.2+0.2-0.8-0.25-0.4-0.4-0.2)=-2.4 min 10*0.2=2
Plus Extra Attack [25]; Aspected: Only to swing Flame blade (-20%); and only in combat (-20%); 1/day (-40%);
25*(1-0.2-0.2-0.4)=5.0
Full Cost: 2+5=7
Rune of Peace
After a successful attack; roll a quick contest of Religious Ritual vs Will against the target of the attack. If you win, the cannot attack for 3 minutes. Each second the target may make a Will check to break free.
Mind Control [50]. Accessibility, Accessibility: Only one order (-20%); Cannot concentrate to extend duration, (-10%); Fixed Duration, (+0%); Theistic Power (-40%); Save Ends (-50%); Accessibility: After hitting an attack (-10%);
50*(1-0.2-0.1-0.4-0.5-0.1)=-15.0 min 50*0.2=10
Divine Castigation
After a successful attack, you deal extra damage of the same type as your weapon equal to your swing +1/die. In addition, for 1 minute, whenever the target attacks you or any of your allies, you can make an extra melee attack.
Natural Weapon Varies [8]; Single (-20%); Cannot Parry (-40%); Follow-up Universal (+50%); Theistic Power (-40%); Aspected: Combat Only (-20%) and Melee Only (-20%); Swing Only (+20%); Daily (-40%); +1dmg/die (+60%);
8*(1-0.2-0.4+0.5-0.4-0.2-0.2+0.2-0.4+0.6)=4
Extra Attack [25]; Aspected: Combat Only (-20%) and Melee Attacks Only (-20%); Accessibility: Whenever the target attacks your allies (-40%); Theistic Power (-40%); Daily (-40%); Linked (+20%); Accessibility: after a melee attack (-10%);
25*(1-0.2-0.2-0.4-0.4-0.4+0.2-0.1)=-12.5 Min 25*0.2=5
Full Cost: 5+4=9
Rank 3 Daily Powers [3]
Guardian of Faith
You conjure a holy guardian, which glows with your deity's symbol. The guardian lasts for 9 seconds and appears anywhere within Willpower yards. When summoned, all enemies within 2 yards of it take Area Burn Damage. At the start of every turn, all enemies in the area take the same damage again. With if you are within 5 yards of the Guardian, you can spend a concentrate, to move the Guardian 3 yards.
Natural Weapon burn/cr [5]; Single (-20%); Cannot Parry (-40%); Inaccurate 3 (-15%); Theistic Power (-40%); Ranged (+100%), Increased 1/2D, 2x (+5%); Area 2y (+50%); Daily (-40%); Aspected Combat Only (-20%); Cosmic: No Roll Required (+100%);
5*(1-0.2-0.4-0.15-0.4+1+0.05+0.5-0.4-0.2+1)=9
Control Rare Item (specific substance) 3 [30]; Ranged (+40%); Range 5y (-40%); Theistic Power (-40%); Accessibility: Only to move the creation (-80%); daily (-0.4);
30*(1+0.4-0.4-0.4-0.8-0.4)=-18.0 min 30*0.2=6
Full Cost: 9+6=15
Rebuke Violence
Concentrate and then roll a quick contest of Religious Ritual vs Will against a single target within 10 yards. You suffer the standard range penalties. If you win, the victim cannot make any offensive actions. Once per second the target may attempt another Will check to break free.
Mind Control [50]. Accessibility, Only on sapient beings, (-10%), Accessibility: Only one type of Command (-40%); Cannot concentrate to extend duration, (-10%); Fixed Duration, (+0%); Theistic Power (-40%); Max Range 10 yards (-30%); Save Ends (-50%); Daily (-40%); Permanent (+150%);
50*(1-0.1-0.4-0.1-0.4-0.3-0.5-0.4+1.5)=15.0
Divine Surge
Make an attack against a target within reach. If you hit, deal extra damage of the same type as your weapon equal to your swing +1 per die. Treat the total damage as if it had the Explosion modifier (p. B104), regardless of damage type. Divide damage by the distance in yards to each target. In addition, all targets hit by the attack are easier to hit: anyone attacking them has a +2 to their attack roll for 10 seconds.
Single Skill Imbue 3 [8] with + Shockwave, bought to default +10 [18] with Theistic Power (-40%); 1/scene (-20%); Aspected: Combat Only (-20%); Daily (-40%);
18*(1-0.4-0.2-0.2-0.4)=-3.6
Obscure 2 [4]; Anti-Targeting (-20%); Reversed (+0%); Ranged (+50%); Follow-Up (+0%); Daily (-40%);
4*(1-0.2+0.5-0.4)=3.6
Natural Weapon Varies [8]; Single (-20%); Cannot Parry (-40%); Follow-up Universal (+50%); Theistic Power (-40%); Aspected: Combat Only (-20%) and Melee Only (-20%); Swing Only (+20%); Extra Damage +1/die (+60%); Daily (-40%);
8*(1-0.2-0.4+0.5-0.4-0.2-0.2+0.2+0.6-0.4)=4
Full Cost: 3.6+3.6+4=11.2
Pariah's Curse
After a successful attack, you deal extra damage of the same type as your weapon equal to your swing, and the target must make a Religious Ritual vs HT check. If he fails, he is afflicted with the Pariah's Curse: Any of your enemies that is within 2 yards of the target takes 1d6 toxic damage. The Curse lasts for 9 seconds.
Natural Weapon Varies [8]; Single (-20%); Cannot Parry (-40%); Follow-up Universal (+50%); Theistic Power (-40%); Aspected: Combat Only (-20%) and Melee Only (-20%); Swing Only (+20%); Daily (-40%);
8*(1-0.2-0.4+0.5-0.4-0.2-0.2+0.2-0.4)=-0.8 Min 8*0.2=1.6
Affliction [10]; Pariah's Curse (68%); Malediction (+100%); Max Range 5y (-40%); Based On IQ, own roll (+20%); Fixed Duration (+0); Reduced Duration 1/20(-25%); Theistic Power (-40%); Aspected: Combat Only (-20%); Daily (-40%);
Pariahs Curse is: Innate attack 1d6 tox [4]; Area of Effect 2y (+50%); Melee Reach C (-30%); Aura (+80%); Always On (-30%); Aspected: Combat Only (-20%); Selective (+20%);
4*(1+0.5-0.3+0.8-0.3-0.2+0.2)=6.8
10*(1+0.68+1-0.4+0.2-0.25-0.4-0.2-0.4)=12.3
Full Cost: 1.6+12.3=13.9
Vengeful Ghosts
Create a cone with a width of 3 yards and a range equal to your willpower/2. You do Area Toxic Damage on all targets within. In addition, the blast creates a zone that lasts 10 seconds. Anyone attacking any of your enemies in the area gains a +2 bonus to their attack rolls.
Obscure 2 [4; Anti-Targeting (-20%); Reversed (+0%); Ranged (+50%); Follow-Up (+0%); Daily (-40%); No Area Effect (-50%); Cone 3y (+70%); Selective Area (+20%);
4*(1-0.2+0.5-0.4-0.5+0.7+0.2)=5.2
Natural Weapon Tox [4]; Single (-20%); Cannot Parry (-40%); Inaccurate 3 (-15%); Theistic Power (-40%); Ranged (+100%), Increased 1/2D, 2x (+5%); Cone 3y (+70%); Selective Are (+20%); Reduced Range 1/2 (-10%); Daily (-40%);
4*(1-0.2-0.4-0.15-0.4+1+0.05+0.7+0.2-0.1-0.4)=5.2
Full Cost: 5.2+5.2=10.4
Rank 4 Daily Powers [4]
Curse of Misfortune
Make a Religious Ritual vs Will contest against all enemies within 2 yards. If you win, the targets are cursed with bad luck for 9 seconds. Every round they must reroll their first roll three times and pick the worst result. They may roll will again every second, if they succeed, they are no long affected.
Affliction [10]; Debuff (22%); Malediction (+100%); Based On IQ, own roll (+20%); Fixed Duration (+0); Reduced Duration 1/20 (-25%); Theistic Power (-40%); Save Ends (-50%); 1/day (-40%); Area Effect 2y (+50%); Selective Area (+20%); Emanation (-20%);
Debuff is: Villainous Points 9 [-45]; Doubly Aspected Rerolls Only (-40%); Divine Power (-10%);
-45*(1-0.4-0.10)=-22.5
10*(1+0.22+1+0.2-0.25-0.4-0.5+0.5+0.2-0.2)=17.7
Hold Foe
Make a Religious Ritual vs Will contest against a target within 5 yards. If you win, the target is Stunned and takes Single Target Damage.
Affliction [10]; Malediction (+100%); Max Range 5y (-40%); Based On IQ, own roll (+20%); Theistic Power (-40%); Based on Will (+20%); Aspected: Combat Only (-20%); Daily (-40%);
10*(1+1-0.25+0.2-0.4+0.2-0.2-0.4)=11.5
Natural Weapon Tox [4]; Single (-20%); Cannot Parry (-40%); Theistic Power (-40%); Ranged (+100%), Swing Only (+20%); Malediction (+100%); Max Range 5y (-40%); Based On IQ, own roll (+20%); Based on Will (+20%); Aspected: Combat Only (-20%); Daily (-40%);
4*(1-0.2-0.4-0.4+1+0.2+1-0.4+0.2+0.2-0.2-0.4)=6.4
Full Cost: 11.5+6.4=17.9
Revealing Light
You make an attack with 3d6 burn damage and Range 10. The attack ignores concealment and cover. If the target takes at least 1 point of injury, their very flesh and clothes instantly catch on fire, taking 1d6-1(100) damage per second until the fire is extinguished.
Innate Attack Burn 3d6 [15]; Range 10 y (-20%), Inaccurate 3 (-15%); Theistic Power (-40%); Overhead (+20%); Cosmic, Up to Incendiary 3, (+100%) Incendiary 3, (+30%); Aspected: Combat Only (-20%); Daily (-40%);
15*(1-0.2-0.15-0.4+0.2+1+0.3-0.2-0.4)=17.25
Halo Of Consequence
Make a Religious Ritual vs the Will of a target with 5 yards. If you win, the target takes a -2 penalty to all attack rolls, and whenever he attacks you or an ally, he must spend his next turn repenting (a Do Nothing Maneuver). He can roll against will every turn to break free of the effects.
Mind Control [50]; Fixed Duration 3min (+0); Reduced Duration 1/20 (-25%); Daily (-40%); Accessibility: Specified Order (-20%); Cannot Concentrate to Extend Duration (-10%); Save Ends (-50%);
50*(1-0.25-0.4-0.2-0.5)=-17.5 min 50*0.2=10
Obscure 2 [4]; Anti-Targeting (-20%); Defensive (+50%); No Area Effect (-50%); Ranged (+50%); Linked (+10%); Reduced Duration 1/10 (-20%); Malediction (+100%); Daily (-40%);
4*(1-0.2+0.5-0.5+0.5+0.1-0.2+1-0.4)=7.2
Full Cost: 10+7.2=17.2
Weapon of the Gods
Pick one ally within 5 yards. That ally deals extra damage of the same type as their weapon, and anyone hit must make an HT check or become easier to hit for 1 second: anyone attacking that target has +2 to attack rolls.
Affliction [10]; Buff (136%); Malediction (+100%); fixed duration - 3 minutes (+0%); Accessibility, Only nonvolitional or non-resisting subjects (-20%); Based on IQ, Own Roll, (+20%); Reduced Duration 1/100 (-40%); Max Range 5 yards (-40%); Theistic Power (-40%); Accessibility: Ally only (-20%);
Buff is: Innate Attack any 1d6 [8]; Divine Power (-10%); Follow-Up: weapon (+40%); Aspected: Combat Only (-20%); Linked (+10%) plus Obscure 2 [4]; Reversed (+0%); Ranged (+50%); Follow-Up (+40%); Reduced Duration 1/10 (-20%); No Area Effect (-50%); Combat Only (-20%); Divine Power (-10%);
8*(1-0.1+0.4-0.2+0.1)=9.6, 4*(1+0.5+0.5-0.2-0.5-0.2-0.1)=4; 9.6+4=13.6
10*(1+1.36+1-0.2+0.2-0.4-0.4-0.4-0.2)=19.6
Sundered Fortune
Make a Religious Ritual vs Will contest against a target within 5 yards. If you win, the target has -2 to all attack rolls and whenever the target attacks he takes 1d6 injury. These effects last for 9 seconds. Each second the target may attempt another HT roll to remove the effects.
Affliction [10]; Debuff (132%); Malediction (+100%); Max Range 5y (-40%); Based On IQ, own roll (+20%); Fixed Duration (+0); Reduced Duration 1/20(-25%); Theistic Power (-40%); Aspected: Combat Only (-20%); Daily (-40%); Save Ends (-50%); Based on Will (+20%);
Debuff is: Weakness; Behavior: attacks, very common 1d6/min [-60]; upgraded to 1/sec with Reduced Time 6 (+120%).
-60*(1+1.2)=-132
10*(1+1.32+1-0.4+0.2-0.25-0.4-0.2-0.4-0.5+0.2)=15.7
Obscure 2 [4]; Ranged (+50%); Follow-Up (+0%); Reduced Duration 1/10 (-20%); No Area Effect (-50%); Combat Only (-20%); Divine Power (-10%); Malediction (+100%);
2*(1+0.5-0.2-0.5-0.2-0.1+1)=3
Full Cost: 15.7+3=18.7
Mass Cure Light Wounds
Make a Religious Ritual check. If you succeed, all allies within 2 yards that can hear your words heal 8hp.
Healing [30]; Theistic Power (-40%); FP Cost reduced 4 (+80%); Cannot restore crippled limbs (-10%); Injuries Only (-20%); Capped, 4FP (-20%); Once per Day (-40%); Sense Based: hearing (-20%); Area of Effect 2y (+50%); Emanation (-20%); Aspected: Combat Only (-20%); Selective Area (+20%);
30*(1-0.4+0.8-0.1-0.2-0.2-0.4-0.2+0.5-0.2-0.2+0.2)=18.0
Blade Barrier
You may create a wall of blades within 10 yards. The wall is 6 yard long and 1 yard wide. Anyone inside the wall or moving through it takes 3d6 cutting damage. The lasts 10 seconds.
Innate Attack Cut 3d6 [21]; Range 10 y (-20%), Inaccurate 3 (-15%); Theistic Power (-40%); Area 2y (+50%); Persistent (+40%); Wall (+30%); Daily (-40%); Aspected: Combat Only (-20%);
21*(1-0.2-0.15-0.4+0.5+0.4+0.3-0.4-0.2)=17.85
Divine Fury
Make an attack against a target within reach. Deal extra damage of the same type as your weapon equal to your swing. Treat the total damage as if it had the Explosion modifier (p. B104), regardless of damage type. Divide damage by the distance in yards to each target. In addition, for the next 9 seconds, all allies within 2 yards heal 4hp whenever they hit an enemy.
Single Skill Imbue 3 [8] with + Shockwave, bought to default +10 [18] with Theistic Power (-40%); 1/scene (-20%); Aspected: Combat Only (-20%); Daily (-40%);
18*(1-0.4-0.2-0.2-0.4)=-3.6 Min 18*0.2=3.6
Natural Weapon Varies [8]; Single (-20%); Cannot Parry (-40%); Follow-up Universal (+50%); Theistic Power (-40%); Aspected: Combat Only (-20%) and Melee Only (-20%); Swing Only (+20%); Daily (-40%);
8*(1-0.2-0.4+0.5-0.4-0.2-0.2+0.2-0.4)=-0.8 Min 8*0.2=1.6
Affliction [10]; Buff (60%); Malediction (+100%); fixed duration - 3 minutes (+0%); Accessibility, Only nonvolitional or non-resisting subjects (-20%); Based on IQ, Own Roll, (+20%); Reduced Duration 1/20(-25%); Max Range 5 yards (-40%); Theistic Power (-40%); Daily (-40%);
Buff is Heal [30]; Self Only (0%); Uncontrollable (-10%); Capped 2FP (-25%); Reduced FP cost 2 (+40%); Cannot restore crippled limbs (-10%); Injuries Only (-20%); Theistic Power (-40%); Cosmic No Roll (+100%); Combat Only (-20%); Accessibility: After hitting an enemy (-30%);
30*(1-0.1-0.25+0.4-0.1-0.2-0.4-0.2-0.3)=-4.5 Min 30*0.2=6
10*(1+0.6+1-0.2+0.2-0.25-0.4-0.4-0.4)=11.5
Full Cost: 3.6+1.6+11.5=16.7
Crushing Despair
After a successful attack, you deal extra damage of the same type as your weapon equal to your swing. In addition, make a Religious Ritual vs HT contest against the target. If you win, the target is Cursed with Crushing Despair: For 9 seconds whenever he ends his turn adjacent to any of your allies, he takes 1d6 injury.
Natural Weapon Varies [8]; Single (-20%); Cannot Parry (-40%); Follow-up Universal (+50%); Theistic Power (-40%); Aspected: Combat Only (-20%) and Melee Only (-20%); Swing Only (+20%); Daily (-40%);
8*(1-0.2-0.4+0.5-0.4-0.2-0.2+0.2-0.4)=-0.8 Min 8*0.2=1.6
Affliction [10]; Debuff (132%); Malediction (+100%); Max Range 5y (-40%); Based On IQ, own roll (+20%); Fixed Duration (+0); Reduced Duration 1/20(-25%); Theistic Power (-40%); Aspected: Combat Only (-20%); Daily (-40%); Save Ends (-50%); Based on Will (+20%);
Debuff is: Weakness; stay adjacent to enemies, very common 1d6/min [-60]; upgraded to 1/sec with Reduced Time 6 (+120%).
-60*(1+1.2)=-132
10*(1+1.32+1-0.4+0.2-0.25-0.4-0.2-0.4-0.5+0.2)=15.7
Full Cost: 1.6+15.7=17.3
Rank 5 Daily Powers [5]
Astral Condemnation
Make a Religious Ritual vs HT contest against a target within 5 yards. If you win, the target takes 3d6 burn damage and any damage he does is reduced by 50% for 9 seconds.
Affliction [10]; Weakness (75%); Malediction (+100%); Max Range 5y (-40%); Based On IQ, own roll (+20%); Fixed Duration (+0); Reduced Duration 1/20 (-25%); Theistic Power (-40%); Daily (-40%); Linked +10%;
Weakness is Shrinking 3 [15]; Minimum Size Only, (+0%); Magic (-10%); Aspected: Only for the purposes of reducing damage (-40%); 15*(1-0.1-0.4)=7.5
10*(1+0.75+1-0.4+0.2-0.25-0.4-0.4+0.1)=16
Innate Attack Burn 3d6 [15]; Range 5 y (-40%), Theistic Power (-40%); Daily (-40%); Linked (+10%); Malediction (+100%); Aspected Combat Only (-0.2); No incendiary (-10%);
15*(1-0.4-0.4-0.4+0.1+1-0.2-0.1)=9
Full Cost: 16+9=25
Font of Tears
A glimmering rain falls around you, sapping the will of your enemies. Make a Religious Ritual vs Will contest against all enemies within 2 yards of you. If you win, the target is Stunned. In addition, all targets in the area have a -2 to all attack rolls for as long as they stay in the zone. The zone persists for 10 seconds.
Affliction [10]; Malediction (+100%); Max Range 5y (-40%); Based On IQ, own roll (+20%); Theistic Power (-40%); Based on Will (+20%); Area of Effect 2y (+50%); Selective (+20%); Daily (-40%);
10*(1+1-0.4+0.2-0.4+0.2+0.5+0.2-0.4)=19
Obscure 2 [4]; Anti-Targeting (-20%); Ranged (+50%); Follow-Up (+0%); Daily (-40%); Aspected Combat Only (-20%); Selective Area (+20%);
4*(1-0.2+0.5-0.4-0.2+0.2)=3.6
Full Cost: 19+3.6=22.6
Lesser Aspect of Wrath
After a successful attack, you gain 10 Ablative DR; +2 to all attack rolls; and an aura that deals area burning damage on all enemies within 2 yards.
DR 10 [50]; Ablative (-80%); Force Field (+20%); Daily (-20%); Theistic Power (-40%); Linked (+20%); Accessibility: After a melee attack (-10%); Hardened 1 (+20%);
50*(1-0.8+0.2-0.2-0.4+0.2-0.1+0.2)=5.0 min 50*0.2=10
Weapon Savant 2 [9]; Daily (-20%); Theistic Power (-40%); Linked (+20%); Accessibility: After a melee attack (-10%); Aspected: Combat Only (-20%);
9*(1-0.2-0.4+0.2-0.2)=3.6
Natural Weapon burn [5]; Single (-20%); Follow-up Universal (+50%); Theistic Power (-40%); Aspected: Combat Only (-20%) and Melee Only (-20%); Area of Effect 2y (+50%); Aura (+80%); Daily (-40%);
5*(1-0.2+0.5-0.4-0.2-0.2+0.5+0.8-0.4)=7
Full Cost: 10+3.6+7=20.6
Flame Strike
Make an attack with range 10. If you miss, roll scatter. All within 2 yards of the target take 3d6 burn damage. If the target took at least 1 point of injury, the target's very flesh and clothes instantly catch fire, taking 1d6-1 damage per second until the fire is extinguished. Since the flesh itself is on fire, DR is completely ignored.
Innate Attack Burn 3d6 [15]; Range 10 y (-20%), Inaccurate 3 (-15%); Theistic Power (-40%); Area 2y (+50%); Daily (-40%); Aspected: Combat Only (-20%); Selective (+20%); Cosmic, Up to Incendiary 3, (+100%) Incendiary 3, (+30%);
15*(1-0.2-0.15-0.4+0.5-0.4-0.2+0.2+1+0.3)=24.75
Rank 6 Daily Powers [6]
Cure Serious Wounds
Make a Religious Ritual check. If you succeed, one target within melee range that can hear your words heals 16hp.
Healing [30]; Theistic Power (-40%); FP Cost reduced 8 (+160%); Cannot restore crippled limbs (-10%); Injuries Only (-20%); Capped, 8FP (-10%); Once per Day (-40%); Sense Based: hearing (-20%); Aspected: Combat Only (-20%);
30*(1-0.4+1.6-0.1-0.2-0.1-0.4-0.2-0.2)=30.0
Divine Power
Make an attack against a target within reach. You deal extra damage of the same type as your weapon equal to your swing, and treat the total damage as if it had the Explosion modifier (p. B104), regardless of damage type. Divide damage by the distance in yards to each target.
In addition, you gain Regeneration 1HP per second for 1 minute, and you and all allies within 2 yards of you are harder to hit: Any attacks against you have a -2 to their to hit rolls for 10 seconds.
Natural Weapon Varies [8]; Single (-20%); Cannot Parry (-40%); Follow-up Universal (+50%); Theistic Power (-40%); Aspected: Combat Only (-20%) and Melee Only (-20%); Swing Only (+20%); Daily (-40%);
8*(1-0.2-0.4+0.5-0.4-0.2-0.2+0.2-0.4)=-0.8 Min 8*0.2=1.6
Regeneration 1/s [100]; Daily (-40%); Theistic Power (-40%); Accessibility: After hitting with Divine Power (-10%);
100*(1-0.4-0.4)=20.0
Obscure 2 [4]; Anti-Targeting (-20%); Defensive (+50%); Ranged (+50%); Aspected: Combat Only (-20%); Selective Area (+20%); Theistic Power (-40%); Accessibility, Only nonvolitional or non-resisting subjects (-20%); Daily (-40%);
4*(1-0.2+0.5+0.5-0.2+0.2-0.4-0.2-0.4)=3.2
Single Skill Imbue 3 [8] with + Shockwave, bought to default +10 [18] with Theistic Power (-40%); 1/scene (-20%); Aspected: Combat Only (-20%);
18*(1-0.4-0.2-0.2)=3.6
Full Cost: 1.6+20+3.2+3.6=28.4
Crucial Resurgence
After a successful attack, you deal extra damage of the same type as your weapon equal to your swing. In addition, make a Religious Ritual check. If you succeed, all allies within 2 yards that can hear your words can spend up to 1-4FP to heal twice as much hp.
Natural Weapon Varies [8]; Single (-20%); Cannot Parry (-40%); Follow-up Universal (+50%); Theistic Power (-40%); Aspected: Combat Only (-20%) and Melee Only (-20%); Swing Only (+20%); Daily (-40%);
8*(1-0.2-0.4+0.5-0.4-0.2-0.2+0.2-0.4)=-0.8 Min 8*0.2=1.6
Healing [30]; Theistic Power (-40%); Cannot restore crippled limbs (-10%); Injuries Only (-20%); Capped, 4FP (-20%); Once per Day (-40%); Sense Based: hearing (-20%); Area of Effect 2y (+50%); Emanation (-20%); Aspected: Combat Only (-20%); Selective Area (+20%);
30*(1-0.4+01-0.2-0.2-0.4-0.2+0.5-0.2-0.2+0.2)=27.0
Full Cost: 27+1.6=28.6
Rank 7 Daily Powers [7]
Dismissal
Make a Religious Ritual vs IQ contest against a target within 5 yards. If you win, the target is disappears into an Extraplanar Prison. He remains there until he can escape by succeeding in an IQ check.
Affliction [10]; Removed From Play (150%); Malediction (+100%); Max Range 5y (-40%); Based On IQ, own roll (+20%); Fixed Duration (+0);; Theistic Power (-40%); Aspected: Combat Only (-20%); Daily (-40%); Save Ends (-50%); Duration: Permanent (+150%); Based on IQ (+20%);
10*(1+1.5+1-0.4+0.2-0.4-0.2-0.4-0.5+1.5+0.2)=35
Rank 8 Daily Powers [8]
Moment of Glory
All enemies within 2 yards take 28 knockback. In addition, all allies within 2 yards gains 5 DR for 9 seconds.
Innate Attack, 4d6, Crushing [10]; double knockback (+20%), No Blunt Trauma (-20%), No Wounding (-50%); Theistic Power (-40%); Area Effect 2y (+50%); Emanation (-20%); Selective Are (+20%); Daily (-40%);
20*(1+0.2-0.2-0.5-0.4+0.5-0.2+0.2-0.4)=4.0
Affliction [10]; Buff (225%); Malediction (+100%); fixed duration - 3 minutes (+0%); Accessibility, Only nonvolitional or non-resisting subjects (-20%); Based on IQ, Own Roll, (+20%); Reduced Duration 1/20(-25%); Theistic Power (-40%); Linked (+10%); AoE 2y (+50%); Selective (+20%); Emanation (-20%); Aspected Combat Only (-20%); 1/day (-40%);
Buff is DR 5 [25]; Divine (-10%); 25*(1-0.1)=22.5
10*(1+2.25+1-0.2+0.2-0.25-0.4+0.1+0.5+0.2-0.2-0.2-0.4)=36.0
Full Cost: 36+4=40
Shield of the Gods
You create a holy spectral shield that smashes your enemies and protects you. Make an attack against an enemy within reach. If you hit, all enemies adjacent to that enemy must defend or get hit. Make a Religious Ritual vs HT contest against anyone that got hit. If you win, the target is knocked prone. In addition, you gain a floating shield that gives you +2 DB for 9 seconds. You can lend the shield to someone else with a ready action.
Unique Technique Shield of the Gods; (Torso Only +2; 5 Extra Attacks (-36); Bought to default [34]; with Theistic Power (-40%); Daily (-40%);
36*(1-0.4-0.4)=7.2
Affliction [10]; Legless (40%); Malediction (+100%); Based On IQ, own roll (+20%); Fixed Duration (+0); Reduced Duration 1/100 (-40%); Theistic Power (-40%); Follow-up (+0%); Aspected: Combat Only (-20%); Once per Day (-40%); Linked (+10%);
10*(1+0.4+1+0.2-0.4-0.4+0.4-0.2-0.4)=16.0
Affliction [10]; Buff (40%); Malediction (+100%); fixed duration - 3 minutes (+0%); Accessibility, Only nonvolitional or non-resisting subjects (-20%); Based on IQ, Own Roll, (+20%); Reduced Duration 1/20 (-25%); Max Range 5 yards (-40%); Theistic Power (-40%); Daily (-40%); Aspected Combat Only (-20%);
Buff is Extra Arm [10] 1 with Force Extension (+50%); Shield Mount (-80%); Divine Power (-10%); Aspected Combat Only (-20%); 10*(1+0.5-0.8-0.1-0.2)=4.0
10*(1+0.4+1-0.2+0.2-0.25-0.4-0.4-0.4-0.2)=7.5
Create thing 2 [10]; Theistic Power (-40%); Reduced FP Cost -2 (+40%); Daily (-40%); Aspected Combat Only (-20%); Linked (+10%);
10*(1-0.4+0.4-0.4-0.2+0.1)=5
Control Rare Item (specific substance) [10]; Theistic Power (-40%); Accessibility: Only to shape the creation (-80%); Linked (+10%);
10*0.2=2
Full Cost: 7.2+16+7.5+5+2=37.7
Consecrated Ground
You create a zone of Holy Energy that blesses your allies and curses your foes. After spending an attack maneuver, all enemies within 2 yards take Area Burn Damage; and all allies recover 1hp as long as they're standing on the Zone. The zone lasts 10 seconds, and the effects repeat on anyone standing on the zone.
Natural Weapon burn/cr [5]; Single (-20%); Cannot Parry (-40%); Theistic Power (-40%); Ranged (+100%), Area 2y (+50%); Persistent (+40%); Selective (+20%); Emanation (-20%); Aspected: Combat Only (-20%); Daily (-40%);
5*(1-0.2-0.4-0.4+1+0.5+0.4+0.2-0.2-0.2-0.4)=6.5
Affliction [10]; Buff (200%); Malediction (+100%); fixed duration - 3 minutes (+0%); Accessibility, Only nonvolitional or non-resisting subjects (-20%); Based on IQ, Own Roll, (+20%); Reduced Duration 1/100 (-40%); Max Range 5 yards (-40%); Theistic Power (-40%); AoE 2y (+50%); Selective (+20%); Emanation (-0.2); Persistent (+40%);
Buff is Regeneration 1/s [100]; Divine Power (-10%); Accessibility: Only to heal recent wounds (-40%); Accessibility: Only while in contact with the ground (-10%); Emergencies Only (-30%);
100*(1-0.1-0.4-0.1-0.3)=10.0 min 100*0.2=20
10*(1+2+1-0.2+0.2-0.4-0.4-0.4+0.5+0.2-0.2+0.4)=37
Rank 9 Daily Powers [9]
Hallowed Advance
After a successful attack, you deal extra damage of the same type as your weapon equal to your swing. In addition, one ally within 5 yards can teleport to a space adjacent to the target and that ally recovers 8 HP and can make an immediate melee attack against the original target.
Affliction [10]; Slide (200%); Malediction (+100%); fixed duration - 3 minutes (+0%); Accessibility, Only nonvolitional or non-resisting subjects (-20%); Based on IQ, Own Roll, (+20%); Reduced Duration 1/100 (-40%); Max Range 5 yards (-40%); Theistic Power (-40%); Linked (+10%); Accessibility, After melee attack (-10%); Aspected Combat Only (-20%); 1/day(-40%);
Slide is Warp [100]; Aspected: Only in Combat (-20%); Magical (-10%); Accessibility: Only to a place adjacent to target of attack (-20%); Max Range 10y (-50%);
100*(1-0.2-0.1-0.2-0.5)=0 min 100*0.2=20
10*(1+2+1-0.2+0.2-0.4-0.4-0.4+0.1-0.1-0.2-0.4)=22.0
Healing [30]; FP Cost reduced 4 (+80%); Cannot restore crippled limbs (-10%); Injuries Only (-20%); Capped, 4FP (-20%); Ranged (+40%); Inaccurate 3 (-15%); Range Limit 5y (-40%); Theistic Power (-40%); Cosmic No Roll (+100%); Combat Only (-20%); Recent Injuries Only (-20%); Linked (+20%); Daily (-40%)
30*(+0.8-0.1-0.2-0.20+0.4-0.15-0.4-0.4+1-0.2-0.2+0.2-0.4)=4.5 Min 30*0.2=6
Natural Weapon Varies [8]; Single (-20%); Cannot Parry (-40%); Follow-up Universal (+50%); Theistic Power (-40%); Aspected: Combat Only (-20%) and Melee Only (-20%); Swing Only (+20%); Daily (-40%);
8*(1-0.2-0.4+0.5-0.4-0.2-0.2+0.2-0.4)=-0.8 Min 8*0.2=1.6
Affliction [10]; Extra Attack (125%); Malediction (+100%); fixed duration - 3 minutes (+0%); Accessibility, Only nonvolitional or non-resisting subjects (-20%); Based on IQ, Own Roll, (+20%); Reduced Duration 1/100 (-40%); Max Range 5 yards (-40%); Theistic Power (-40%); Linked (+10%); Accessibility, After melee attack (-10%); Aspected Combat Only (-20%); 1/day(-40%);
Extra Attack is Extra Attack [25]; Aspected: Combat Only (-20%); Accessibility: Only against target of original attack (-20%); Divine Power (-10%);
25*(1-0.2-0.2-0.1)=12.5
10*(1+1.25+1-0.2+0.2-0.4-0.4-0.4+0.1-0.1-0.2-0.4)=14.5
Full Cost: 22+6+1.6+14.5=44.1
Inspire Fervor
After a successful attack, you deal extra damage of the same type as your weapon equal to your swing. In addition, all allies within 2 yards can instantly move their basic move -3 and gain an extra attack against the original target.
Affliction [10]; Slide & Strike (330%); Malediction (+100%); fixed duration - 3 minutes (+0%); Accessibility, Only nonvolitional or non-resisting subjects (-20%); Based on IQ, Own Roll, (+20%); Reduced Duration 1/100 (-40%); Max Range 5 yards (-40%); Theistic Power (-40%); Linked (+10%); AoE 2y (+50%); Selective (+20%); Emanation (-20%); Accessibility, After melee attack (-10%); Aspected Combat Only (-20%); 1/day(-40%); Duration is actually instant (-5%);
Slide is Teleportation [40]; Aspected: Only in Combat (-20%); Magical (-10%); Reduced Move -3(-15); and Extra Attack [25]; Aspected Combat Only (-20%); Only to attack the original target (-40%);
40*(1-0.2-0.1)-15+25*(1+0.2-0.4)=33
10*(1+3.3+1-0.2+0.2-0.4-0.4-0.4+0.1+0.5+0.2-0.2-0.1-0.2-0.4-0.05)=39.5
Natural Weapon Varies [8]; Single (-20%); Cannot Parry (-40%); Follow-up Universal (+50%); Theistic Power (-40%); Aspected: Combat Only (-20%) and Melee Only (-20%); Swing Only (+20%); Daily (-40%);
8*(1-0.2-0.4+0.5-0.4-0.2-0.2+0.2-0.4)=-0.8 Min 8*0.2=1.6
39.5+1.6=41.1
Rank 12 Daily Powers [12]
Servitude in Death
Make a Religious Ritual vs Will contest against a target within 5 yards. If you win, the target takes Single Target Toxic damage. In addition, when the target reaches 1HP, it will come under your control as an Undead. As an Undead it cannot be healed and will die when it reaches 0hp. The control breaks if you use this power on another creature.
Mind Control [50]. Accessibility, Only on Undead, (-40%), Cannot concentrate to extend duration, (-10%); Fixed Duration, (+0%); Theistic Power (-40%); Max Range 5 yards (-40%); Puppet (-40%); Extended Duration: Permanent (+150%); Linked (+10%); Aspected: Combat Only (-20%); Sense Based: Sight (-20%); Accessibility: Only 1 target at a time (-20%); Daily (-40%);
50*(1-0.4-0.1-0.4-0.4-0.4+1.5-0.1-0.2-0.2-0.2-0.4)=-15.0 Min 50*0.2=10
Natural Weapon Toxic [4]; Single (-20%); Cannot Parry (-40%); Theistic Power (-40%); Ranged (+100%), Swing Only (+20%); Malediction (+100%); Max Range 5y (-40%); Based On IQ, own roll (+20%); Based on Will (+20%); Linked (+10%); Daily (-40%);
4*(1-0.2-0.4-0.4+1+0.2+1-0.4+0.2+0.2+0.1-0.4)=7.6
Affliction [10]; Undeath (105%); Malediction (+100%); Max Range 5y (-40%); Based On IQ, own roll (+20%); Fixed Duration (+0); Theistic Power (-40%); Aspected: Combat Only (-20%); Based on Will (+20%); Linked (+10%); Extended Duration: Permanent (+150%); Daily (-40%);
Undeath is: Alternate Form, Undead [15]; Divine Power (-10%); Accessibility: Only while the target has 1HP or less (-20%);
15*(1-0.1-0.2)=10.5
10*(1+1.05+1-0.4+0.2-0.2+0.2+0.1+1.5-0.4)=40.5
Full Cost: 10+7.6+40.5=58.1
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