Valaria
for devotional ability
Abilities in Devotion
Ability | Description |
Enlightenment | Look into the soul of someone. |
When performed upon yourself, this will reveal your current devotion levels. When performed on an adventurer, this will reveal their devotion levels if they have access to the Light. It will also reveal if they have accepted the true path of Good and have received a Preaching blessing. | |
Hands | Lay hands on a person to heal him. |
This ability will allow you to lay hands on another adventurer and heal him of some damage. | |
Parting | Water will pull apart to make way for your blessed self. |
In true religious tradition, you will now be able to part the water in a location, allowing safe and dry passage. | |
Preaching | Show an adventurer the beauty of belief. |
This ability will allow you the opportunity to preach to an adventurer. Should they accept the enlightened truth you offer, they will receive a blessing over their life that allows them to be targeted with the DELIVERANCE and RESURRECTION abilities. | |
Truth | Dispel illusions with the power of your devotion. |
This ability allows you to detect certain types of hidden adventurers in your room. | |
Rites | List what rites are active. |
This ability will show you what rites are operating in your room. | |
Sustenance | The Gods will provide for you. |
At the cost of some devotion, you may feed yourself with this ability. You need to be holding a bowl of some sort in order for this to work. Upon performing the rite, your bowl will be filled with Divine manna, which will provide you with great sustenance. | |
Inspiration | Gain an infusion of divinely-inspired strength. |
This ability will cause you to pray for divinely-inspired strength, effectively raising your strength +2 for a short time. | |
Bliss | Give an adventurer a glimpse of paradise. |
This will give your companion a glimpse of Paradise. The vision will be so calming and refreshing that the target will receive many beneficial blessings. | |
Pilgrimage | Give an adventurer a glimpse of paradise. |
By performing the rite of pilgrimage, you are able to then pilgrimage to anyone standing in that rite. | |
Purity | Damage the Unholy. |
This ability will use your righteousness and pious fury to attack other adventurers. | |
Penitence | Condemn the unfaithful to eternal penance. |
Through your piety, you are able to force an individual to perform penance for their crimes. Upon granting redemption to this person through death, your works will be rewarded with an increase in your Devotional energies. | |
Chaoscalm | Attack the chaotic nature of a chaos entity, pacifying it. |
Chaos entities are the stuff of disorder, and your ordered, calm behavior is striking enough to drive them into submission for a short period of time. | |
Peace | Give peace of soul to someone. |
After performing this ability on an adventurer, that adventurer loses the will to commit offensive acts. | |
Warding | Drive your enemies off with overwhelming fear. |
This ability will set up a rite that will ward off any of your enemies that enter the room, by giving them fear. | |
Force | Make an adventurer follow your wish. |
Using your powers over the believers, you may force an adventurer to bend to your will and carry out your commands. | |
Piety | Bind those around you with the force of ultimate piety. |
This rite will make it difficult for your enemies to leave the room. When it successfully prevents them from moving, they will suffer a balance penalty. | |
Hellsight | Give an adventurer a glimpse of Hell. |
Using this ability, you will give your poor victim a vision of Hell itself. This will cause him much psychic stress as he witnesses the souls in pain and experiences part of their pain. | |
Dazzle | Confuse and dazzle an opponent. |
This will dazzle the mind of an adventurer and cause confusion and dizziness. | |
Demons | Summon demons to torment the unrighteous. |
This rite will cause your enemies to be tormented by vengeful demons. | |
Allsight | Gain insight into all movement into and out of holy areas. |
When activated, this ability will inform you whenever any of your enemies enters or leaves the room that the Rite is in. | |
Healing | A powerful healing ability. |
This ability will cause a rite to spring into existence which will occasionally heal an affliction from you and your allies that are in the room. | |
Convocation | Call to you someone in a Rite of Convocation. |
This powerful ability will allow you to create a Rite of Convocation. Anyone in a Rite of Convocation set up by you can then be summoned by you by doing PERFORM CONVOCATION <adventurer>, providing that adventurer does not have certain defences set up, such as the mass salve. | |
Revitalisation | A rite to heal health and mana. |
This rite will heal a percentage of one's maximum health and maximum mana. It will affect everyone in the room who is not an enemy of the Devotionist who performed it. | |
Deliverance | Deliver a target unto you. |
This will allow you to summon an adventurer from any distance should they have been blessed with the PREACHING ability. It should be noted that a monolith sigil placed in the room of the summonee or summoner will prevent this from working. | |
Cleansing | Rid your enemies of their unclean aspects. |
This relatively short-lived rite will begin slowly stripping the defences of any enemies in the room, giving them no indication it is happening. It shall always strip the blackwind or astralform defences first. | |
Reclaim | Reclaim one of your rites. |
This ability will allow you to remove one of your rites from your location, regaining some of the devotion used to summon it. | |
Prayer | Pray for the salvation of your congregation. |
To perform this rite, there must be at least eight people together in a room. Apprentices do not count and you may be the only person with Devotion there. All of the adventurers must KNEEL before the rite can begin and no adventurer may participate in this rite more than once every Achaean month. You will gain a certain amount of devotion for every adventurer present, and the members of the assembled congregation will gain experience also. | |
Banishment | Send the unholy Chaos entities back to their hell. |
This rite will occasionally attempt to destroy a chaos entity, provided that a minion of chaos, sent by the Chaos Prince, Dameron, is not in the room. Also, it is rumoured that those occultists to have formed a pact with the greatest of the Chaos Lords may be capable of defeating this potent rite. | |
Resurrection | Grant life anew to a slain believer. |
One of the holiest of abilities, this will grant life anew to the target adventurer. For this ability to work, the adventurer must have been preached to and accepted the blessing over their life or be under level 30. | |
Inquisition | Punish the faithless for their unholy crimes. |
You are the scales upon which the sacrilege of those who oppose the Light may be measured. Paved in holy flame, Inquisition is the surest path to reckoning. By reciting the crimes of a heretic, you may sentence their minds and bodies to condemnation, lowering their mental regeneration, wracking their body, preventing their mendacious minds from focusing as easily, and denying their ability to look away from visions of Hell. The effectiveness of your inquisition depends on your target's current mental energies. | |
Illuminate | Illuminate your path. |
When you perform this ability, you will create an orb of light which will move off in the direction specified. The orb is unpredictable and will move erratically. Each time it moves, the orb will illuminate the room, giving a chance to strip the blackwind or astralform defences from adventurers in the room. In addition, you may extinguish the orb at any time to travel directly to the room the orb is currently in. It should be noted that the orb will only have enough energy to move a limited number of times, and it will fade if not extinguished a short while after it ceases moving. | |
Bloodsworn | Bond with another via a blood oath. |
The bond of the bloodsworn is one of the most revered rituals of devotion-users. When a Priest and a Paladin feel strongly that they wish to become one, they bloodswear to each other, and from that moment on, have the capability to bond their very souls to each other. When the BLOODSWORN ON ritual is performed by both the Priest and the Paladin, their maximum health and manas will be 70% of the -sum- of both their normal maximum health and maximum mana respectively. Further, some portion of the health or mana healed by either the Priest or Paladin, when using elixirs of health or mana, will also be healed on his or her bloodsworn. The hands ability shall also heal an additional amount when performed on your bloodsworn. The bloodsworn ability will automatically turn off if the Priest and Paladin are away from each other for greater than approximately 60 seconds. As with many phenomena that grant great power unto the user, the power of the bloodsworn comes at a price. While the bloodsworn pact is activated, with BLOODSWORN ON, the mana of both the Priest and Paladin will drain away. Further, and far more seriously, if either dies while the ability is active, the other will be critically damaged in body. Such is the price of power. If you wish to break your blood bond, you may do so by rejecting your bloodsworn, but be aware that you will not be able to become bloodsworn to another until the New Year. Note that this ability will not work in Arenas. |