Anointed Weapon
| Once per combat encounter, you may choose a weapon (including your own) currently wielded by another. You bless this weapon, allowing it to act as either Consecrated Silver, or Tainted, depending upon your alignment, with 'Good' Deities tending towards Consecrated Silver, and 'Evil' Deities tending towards Taint. Should your Deity be more neutral, you are allowed to choose which effect you want at the time of choosing this talent. This choice is permanent. This blessing lasts 5 turns, in combat, before the weapon reverts to normal. |
Blessing of Sacrifice
| Choose a target. Once per combat, for 5 turns, or until ended by the Theologist, all wounds inflicted on the target are dropped by 2 severity. This cannot nullify wounds completely, and caps out at Superficial. All wounds inflicted during this time period are instead absorbed by the Theologist, and appear upon their body in a similar manner to how they were dealt initially. Out of combat, this skill can be used to transfer up to 12 HP worth of wounds from a target, to the casting Theologist, once per day. The Theologist cannot drop below 1 HP with this talent outside of combat, but can inside of combat. |
Consecration
| Once per Combat Encounter, a 6 meter diameter area directly under you becomes consecrated. This area does not move with you, it stays where it was cast for 5 turns. The effects of this consecration depend on the alignment of the casting theologist. Friendly and Neutral individuals will likely feel no ill effects from this consecration. Hostile individuals will take damage from this consecration. Entering a hostile consecration zone on your turn immediately inflicts a minor burn. Staying within a consecration zone at the end of your turn adds +2 severity to the already inflicted burn. This effect is uncapped, and, should the burn in question be capped out at Critical, another will be started. |
Flash of Light
| You call down a flash of light, which can have varying effects, depending upon the target it is cast upon. If the target is Friendly or Neutral, this will act as a healing spell, able to heal up to 2 wound states. The spell can be used in this way up to 3 times per day. If the target is Hostile to your faith, this spell deals a minor burn. The spell can be used offensively as frequently as desired, and has a 1 turn cast, being a Cantrip. If circumstances prevent you from being unable to tell which effect you would be able to use on a given target, moderator discretion will be used. |
Resolve of the Faithful
| Once per combat encounter, choose one individual (You are a valid target for this) to empower. For the duration of the Combat encounter, that person takes wounds at 1 less severity, and, should they fall below 50% of their remaining Health at the time of casting, will heal the most severe wound they have. After exiting combat, this effect ends, and the person afflicted is exhausted for the next OOC hour, only able to operate at half of their respective peak speed, strength, and similar. |