You were chosen, even from among the pious! You begin the game with the ability to Close Wounds. Each time you level up, you will gain Ranks in you chosen Faith. The highest Rank you can gain is determined by your Favored Passion. Once you have leveled up enough to raise your Will, you will earn a new Talent. Your guiding hand may mean the difference between life and death for your party. Keep them safe!
You can use Basic weaponry. The highest your Armor score can be without magic is 5.
| Level | Will | Health | Talent |
|---|---|---|---|
| 1-3 | 1d6 | +1 | Close Wounds |
| 4-5 | 2d6 | +1-3 | Spellcasting |
| 6-7 | 3d6 | +1-5 | Cure Petrification and Paralysis |
| 8-9 | 4d6 | +1-3 | Neutralize Poison |
| 10 | 5d6 | +1 | Cure Disease |
Your character begins the game with the ability to heal wounds. Every day, you can cast one healing spell for each of your character's Levels. Your target can be anyone in the zone adjacent to you or yourself. You can heal up to three targets. When you Close Wounds, roll your Will and add the result to the target's Health. This ability also negates paralyzing effects.
Your character earns this ability at 4th Level. You can carve and cast Spells into Symbols and Idols and cast them on your turn.
Your character earns this ability at 6th Level. Close Wounds cures Petrification effects, such as those from a Medusa's gaze.
Your character earns this ability at 8th Level. Close Wounds can neutralize the effects of deadly Poison on a character one time per day. A character who has died from poisoning can be revived, if the talent is used within ten Bouts.
Your character earns this ability at 10th Level. Close Wounds can cure a subject of any magical or non-magical disease, regardless of origin.
| Rank | Talent |
|---|---|
| Neophyte | Close Wounds can also repair Armor. |
| Acolyte | Close Wounds heals +1 Health and can heal the effects of a concussion. |
| Deacon | Close Wounds can restore lost eyes, fingers, and teeth. |
| Priest | Close Wounds heals +2 Health. |
| Prelate | Close Wounds can restore lost hands and feet. |
| Bishop | Close Wounds can restore any lost limb or body part to full health. |
| Rank | Talent |
|---|---|
| Seer | Close Wounds can be cast after a character reaches 0 Health, allowing them to reroll their Misadventure. They must take the new Misadventure, no matter what. |
| Theurgist | The highest your Armor can be without magic is 10. |
| Cultivator | When you Rest for more than 2 Rounds, everyone heals 1 Health and Armor per Round. |
| Disciple | When you Attack a creature, you can Stun them for 1d4 Bouts if your Attack roll was at least 16. This is known as a Concussive Blow. |
| Mystic | The highest your Armor can be without magic is 15. |
| Vicar | When you strike a creature of the opposite Allegiance, you deal 1d6 extra damage. |
| Rank | Talent |
|---|---|
| Initiate | Close Wounds can also Inflict Wounds upon your foes. |
| Adept | When you use Inflict Wounds, your target continues suffering for 1d4 Bouts, taking 1 Damage per Bout. |
| Cultist | You can summon creatures by rolling your Will dice. These creatures are all Level 1/4. They can be undead, imps, or anything else you can imagine. |
| True Believer | You can send a swarm of insects after a character once a day for 1d4 Bouts, making them incapable of doing anything other than fighting the insects. |
| Left Hand | The creatures you summon can be level 2. |
| Hierarch | You can speak with the dead, as long as their remains are within earshot. |
| Rank | Talent |
|---|---|
| Learner | You attract the service of a loyal animal familiar. |
| Speaker | When you wear the skin of an animal, you can transform into them for 1d6 Rounds. |
| Seeker | You can smell aura, allowing you to detect a character's Allegiance and the presence of spells and magic. |
| Guide | You can transform other characters into animals if they roll below a 13 on a Saving Throw. |
| Teacher | You can wear your animal skin as long as you want. |
| Druid | Roll 1d4. That many times per day, you can open up 5’ diameter hole in solid rock or stone, forming a passageway up to 10’ deep. |