Difference between revisions of "User:Valaria"

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For Tekura document -
for devotional ability


===[[:Category:Abilities|Abilities]] in Telepathy===
===[[:Category:Abilities|Abilities]] in Devotion===
{| border=0 cellpadding=2 cellspacing=2
{| border=0 cellpadding=2 cellspacing=2
| bgcolor=#cccccc | '''Ability'''
| bgcolor=#cccccc | '''Ability'''
| bgcolor=#cccccc | '''Description'''
| bgcolor=#cccccc | '''Description'''
|-
|-
| bgcolor=#AABBB0 | '''Sense'''
| bgcolor=#AABBB0 | '''Enlightenment'''
| bgcolor=#AABBB0 | Use your telepathic powers to seek out others.
| bgcolor=#AABBB0 | Look into the soul of someone.
|-
|-
| colspan=2 bgcolor=#BBC8BF |
| colspan=2 bgcolor=#BBC8BF |
: '''Known:''' Yes
: '''Known:''' Yes


: '''Syntax:'''            MIND SENSE <target>
: '''Syntax:'''            PERFORM ENLIGHTENMENT/PERFORM ENLIGHTENMENT <adventurer>


: '''Details:'''
: '''Details:'''
With this ability, you are able to seek out the mind of another adventurer, gaining knowledge of
When performed upon yourself, this will reveal your current devotion levels. When performed on an
his physical location.
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.
|-
|-
| bgcolor=#AABBB0 | '''Lock'''
| bgcolor=#AABBB0 | '''Hands'''
| bgcolor=#AABBB0 | Focus your telepathic power to lock minds with someone.
| bgcolor=#AABBB0 | Lay hands on a person to heal him.
|-
|-
| colspan=2 bgcolor=#BBC8BF |
| colspan=2 bgcolor=#BBC8BF |
: '''Known:''' Yes
: '''Known:''' Yes


: '''Syntax:'''            MIND LOCK <target>
: '''Syntax:'''            PERFORM HANDS <adventurer>
: '''Extra Information:''' Devotion cost: 150


: '''Details:'''
: '''Details:'''
This is the ability that most of the Telepathic arts are focused around. It is the skill of
This ability will allow you to lay hands on another adventurer and heal him of some damage.
breaking down the barriers of resistance in another person and locking your mind to his. The
adventurer must be in the same area as you, for even your powerful mind has its limits. The time it
takes to gain a mind lock can vary depending on your target. Your skill in Telepathy vs. his skill
in Philosophy and your willpower vs. his willpower are the prime factors in how long it will take
to attain the lock. A mind lock attempt can be stopped prematurely via MIND CEASE. Once you have
initiated a lock, every 15 seconds, the locked mind automatically gets a chance to break the lock.
The chance of breaking the lock is determined by a comparison of your current willpower vs. the
target's current willpower, and your Telepathy level vs. the target's Philosophy level, and various
mental defenses for both individuals. MIND STATUS will show you who your mind is locked with, as
well as any continuous abilities that are being channeled through the lock.
|-
|-
| bgcolor=#AABBB0 | '''Glance'''
| bgcolor=#AABBB0 | '''Parting'''
| bgcolor=#AABBB0 | Look through the eyes of your subject.
| bgcolor=#AABBB0 | Water will pull apart to make way for your blessed self.
|-
|-
| colspan=2 bgcolor=#BBC8BF |
| colspan=2 bgcolor=#BBC8BF |
: '''Known:''' Yes
: '''Known:''' Yes


: '''Syntax:'''            MIND GLANCE
: '''Syntax:'''            PERFORM PARTING <direction>
: '''Extra Information:''' Devotion cost: 100


: '''Details:'''
: '''Details:'''
This allows you to look through the eyes of the adventurer you have locked minds with.
In true religious tradition, you will now be able to part the water in a location, allowing safe
and dry passage.
|-
|-
| bgcolor=#AABBB0 | '''Telesense'''
| bgcolor=#AABBB0 | '''Preaching'''
| bgcolor=#AABBB0 | Detect attempts to mind lock you or others nearby.
| bgcolor=#AABBB0 | Show an adventurer the beauty of belief.
|-
|-
| colspan=2 bgcolor=#BBC8BF |
| colspan=2 bgcolor=#BBC8BF |
: '''Known:''' Yes
: '''Known:''' Yes


: '''Syntax:'''            MIND TELESENSE [ON|OFF]
: '''Syntax:'''            PERFORM PREACHING <adventurer>
: '''Extra Information:''' Devotion cost: 250


: '''Details:'''
: '''Details:'''
Due to your heightened telepathic awareness, you are able to detect attempts to lock your mind.
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.
|-
|-
| bgcolor=#AABBB0 | '''Fear'''
| bgcolor=#AABBB0 | '''Truth'''
| bgcolor=#AABBB0 | Fill your target's mind with an irrational fear.(*)
| bgcolor=#AABBB0 | Dispel illusions with the power of your devotion.
|-
|-
| colspan=2 bgcolor=#BBC8BF |
| colspan=2 bgcolor=#BBC8BF |
: '''Known:''' Yes
: '''Known:''' Yes


: '''Syntax:'''            MIND FEAR [target]
: '''Syntax:'''            PERFORM TRUTH
: '''Extra Information:''' Devotion cost: 100


: '''Details:'''
: '''Details:'''
With this ability, you are able to throw the mind of a locked adventurer into a state of irrational
This ability allows you to detect certain types of hidden adventurers in your room.
fear.
|-
|-
| bgcolor=#AABBB0 | '''Throw'''
| bgcolor=#AABBB0 | '''Rites'''
| bgcolor=#AABBB0 | Mentally push a subject in any direction.
| bgcolor=#AABBB0 | List what rites are active.
|-
|-
| colspan=2 bgcolor=#BBC8BF |
| colspan=2 bgcolor=#BBC8BF |
: '''Known:''' Yes
: '''Known:''' Yes


: '''Syntax:'''            MIND THROW <direction>
: '''Syntax:'''            RITES


: '''Details:'''
: '''Details:'''
As you learn to better control the mind of a locked adventurer, you gain some control over their
This ability will show you what rites are operating in your room.
actions. This is the first of them. You are able to make the adventurer's mind try to move its body
in the direction of your choice. Due to the strain of this ability on the user, any held mindlocks
are immediately broken.
|-
|-
| bgcolor=#AABBB0 | '''Hallucinate'''
| bgcolor=#AABBB0 | '''Sustenance'''
| bgcolor=#AABBB0 | Project an illusion into the mind of your subject.(*)
| bgcolor=#AABBB0 | The Gods will provide for you.
|-
|-
| colspan=2 bgcolor=#BBC8BF |
| colspan=2 bgcolor=#BBC8BF |
: '''Known:''' Yes
: '''Known:''' Yes


: '''Syntax:'''            MIND HALLUCINATE <adventurer> <hallucination>
: '''Syntax:'''            PERFORM RITE OF SUSTENANCE
: '''Extra Information:''' Devotion cost: 1500


: '''Details:'''
: '''Details:'''
The adventurer experiences the hallucination directly in his mind. A mind lock is required if the
At the cost of some devotion, you may feed yourself with this ability. You need to be holding a
victim is not in the same room. Note that the name of your adventurer target is not optional. You
bowl of some sort in order for this to work. Upon performing the rite, your bowl will be filled
may embed a single new line by including the two characters "\n" as you desire. For limitations and
with Divine manna, which will provide you with great sustenance.
exclusions, please also refer to HELP ILLUSIONS.
|-
|-
| bgcolor=#AABBB0 | '''Terror'''
| bgcolor=#AABBB0 | '''Inspiration'''
| bgcolor=#AABBB0 | Strike utter terror into the mind of your subject.
| bgcolor=#AABBB0 | Gain an infusion of divinely-inspired strength.
|-
|-
| colspan=2 bgcolor=#BBC8BF |
| colspan=2 bgcolor=#BBC8BF |
: '''Known:''' Yes
: '''Known:''' Yes


: '''Syntax:'''            MIND TERROR
: '''Syntax:'''            PERFORM INSPIRATION
: '''Extra Information:''' Devotion cost: 800


: '''Details:'''
: '''Details:'''
You are able to throw your target into a state of pure terror - far greater than simple fear. Your
This ability will cause you to pray for divinely-inspired strength, effectively raising your  
target will drop whatever he is holding and run screaming in terror.
strength +2 for a short time.
|-
|-
| bgcolor=#AABBB0 | '''Confuse'''
| bgcolor=#AABBB0 | '''Bliss'''
| bgcolor=#AABBB0 | Disrupt and confuse your subject.(*)
| bgcolor=#AABBB0 | Give an adventurer a glimpse of paradise.
|-
|-
| colspan=2 bgcolor=#BBC8BF |
| colspan=2 bgcolor=#BBC8BF |
: '''Known:''' Yes
: '''Known:''' Yes


: '''Syntax:'''            MIND CONFUSE [target]
: '''Syntax:'''            PERFORM BLISS <adventurer>
: '''Extra Information:''' Devotion cost: 1000


: '''Details:'''
By directing a powerful pulse of telepathic energy into the mind of a locked adventurer, you are
able to short-circuit his mental processes, causing confusion in his mind.
|-
| bgcolor=#AABBB0 | '''Suffuse'''
| bgcolor=#AABBB0 | Suffuse the mind of your subject with mental energy.
|-
| colspan=2 bgcolor=#BBC8BF |
: '''Known:''' Yes
: '''Syntax:'''            MIND SUFFUSE
: '''Details:'''
Not all of the Telepathic arts are concerned with harming your target. This is one that is not.
What it does is take some of your considerable mental strength and give it to the adventurer you
have mind locked, albeit with some loss due to the energy it takes to transfer the mana over the
telepathic link.
|-
| bgcolor=#AABBB0 | '''Drain'''
| bgcolor=#AABBB0 | Draw mana from your subject's mind into your own.(*)
|-
| colspan=2 bgcolor=#BBC8BF |
: '''Known:''' Yes
: '''Syntax:'''            MIND DRAIN [target]
: '''Details:'''
Almost the reverse of Suffuse, this drains mental strength from your target and bestows it upon you.
|-
| bgcolor=#AABBB0 | '''Listen'''
| bgcolor=#AABBB0 | Listen to all that your subject hears.
|-
| colspan=2 bgcolor=#BBC8BF |
: '''Known:''' Yes
: '''Syntax:'''            MIND LISTEN
: '''Details:'''
You are now able to direct audio sensory input to the mindlocked adventurer over the telepathic
link to you. MIND UNLISTEN will stop this ability. Note that due to the ongoing effort required to
maintain this ability, there is a constant loss of mental strength.
|-
| bgcolor=#AABBB0 | '''Divine'''
| bgcolor=#AABBB0 | Determine the health and mana levels of your subject.(*)
|-
| colspan=2 bgcolor=#BBC8BF |
: '''Known:''' Yes
: '''Syntax:'''            MIND DIVINE [target]
: '''Details:'''
Having gained a certain level of competence in the art of Telepathy, you can now gain exact
knowledge of the physical and mental state of an adventurer.
|-
| bgcolor=#AABBB0 | '''Fullsense'''
| bgcolor=#AABBB0 | Seek out all minds within your reach.
|-
| colspan=2 bgcolor=#BBC8BF |
: '''Known:''' Yes
: '''Syntax:'''            FULLSENSE
: '''Details:'''
By sending out an invisible telepathic web, you can detect all minds within your local area.
|-
| bgcolor=#AABBB0 | '''Isolate'''
| bgcolor=#AABBB0 | Cut remote communication off from your subject.
|-
| colspan=2 bgcolor=#BBC8BF |
: '''Known:''' Yes
: '''Syntax:'''            MIND ISOLATE


: '''Details:'''
: '''Details:'''
This will isolate a mind locked adventurer from all communication coming to him from outside his
This will give your companion a glimpse of Paradise. The vision will be so calming and refreshing
location.
that the target will receive many beneficial blessings.
|-
|-
| bgcolor=#AABBB0 | '''Disrupt'''
| bgcolor=#AABBB0 | '''Pilgrimage'''
| bgcolor=#AABBB0 | Destroy your opponent's mental equilibrium.(*)
| bgcolor=#AABBB0 | Give an adventurer a glimpse of paradise.
|-
|-
| colspan=2 bgcolor=#BBC8BF |
| colspan=2 bgcolor=#BBC8BF |
: '''Known:''' Yes
: '''Known:''' Yes


: '''Syntax:'''            MIND DISRUPT [target]
: '''Syntax:'''            PERFORM RITE OF PILGRIMAGE
::: PERFORM PILGRIMAGE <adventurer>
: '''Extra Information:''' Devotion cost: 300 for the rite
::: 450 to actually pilgrimage


: '''Details:'''
: '''Details:'''
With this ability, you may destroy the equilibrium of your targetted adventurer.
By performing the rite of pilgrimage, you are able to then pilgrimage to anyone standing in that
rite.
|-
|-
| bgcolor=#AABBB0 | '''Transfer'''
| bgcolor=#AABBB0 | '''Purity'''
| bgcolor=#AABBB0 | Transfer a telepathic lock to a fellow telepath.
| bgcolor=#AABBB0 | Damage the Unholy.
|-
|-
| colspan=2 bgcolor=#BBC8BF |
| colspan=2 bgcolor=#BBC8BF |
: '''Known:''' Yes
: '''Known:''' Yes


: '''Syntax:'''            MIND TRANSFER <telepath>
: '''Syntax:'''            PERFORM PURITY <adventurer>
: '''Extra Information:''' Devotion cost: 250


: '''Details:'''
: '''Details:'''
Using this ability will allow you to transfer a mind lock to another telepath. The target telepath
This ability will use your righteousness and pious fury to attack other adventurers.
must be in the same area as you, for this is a delicate operation.
|-
|-
| bgcolor=#AABBB0 | '''Impatience'''
| bgcolor=#AABBB0 | '''Penitence'''
| bgcolor=#AABBB0 | Inability to concentrate on focused tasks.(*)
| bgcolor=#AABBB0 | Condemn the unfaithful to eternal penance.
|-
|-
| colspan=2 bgcolor=#BBC8BF |
| colspan=2 bgcolor=#BBC8BF |
: '''Known:''' Yes
: '''Known:''' Yes


: '''Syntax:'''            MIND IMPATIENCE [target]
: '''Syntax:'''            PERFORM PENITENCE <target>
: '''Extra Information:''' Devotion cost: 300


: '''Details:'''
: '''Details:'''
Causes your locked target to not be able to concentrate on focused tasks.
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.
|-
|-
| bgcolor=#AABBB0 | '''Epilepsy'''
| bgcolor=#AABBB0 | '''Chaoscalm'''
| bgcolor=#AABBB0 | Throw your victim's nervous system into disarray.(*)
| bgcolor=#AABBB0 | Attack the chaotic nature of a chaos entity, pacifying it.
|-
|-
| colspan=2 bgcolor=#BBC8BF |
| colspan=2 bgcolor=#BBC8BF |
: '''Known:''' Yes
: '''Known:''' Yes


: '''Syntax:'''            MIND EPILEPSY [target]
: '''Syntax:'''            PERFORM CHAOSCALM <doppleganger>
: '''Extra Information:''' Devotion cost: 750


: '''Details:'''
: '''Details:'''
By short-circuiting some of the nervous system of your locked adventurer, you are able to cause
Chaos entities are the stuff of disorder, and your ordered, calm behavior is striking enough to  
periodic spasms in him, causing him to be unable to do many things while spasming.
drive them into submission for a short period of time.
|-
|-
| bgcolor=#AABBB0 | '''Pacify'''
| bgcolor=#AABBB0 | '''Peace'''
| bgcolor=#AABBB0 | Soothe all violent thoughts from your subject's mind.
| bgcolor=#AABBB0 | Give peace of soul to someone.
|-
|-
| colspan=2 bgcolor=#BBC8BF |
| colspan=2 bgcolor=#BBC8BF |
: '''Known:''' Yes
: '''Known:''' Yes


: '''Syntax:'''            MIND PACIFY [target]
: '''Syntax:'''            PERFORM PEACE <adventurer>
: '''Extra Information:''' Devotion cost: 100


: '''Details:'''
: '''Details:'''
By drawing a soft cloak of telepathic power over the mind of a locked adventurer, you are able to  
After performing this ability on an adventurer, that adventurer loses the will to commit offensive  
make offensive actions abhorrent to him. This will last for a short, random amount of time, or
acts.
until an offensive act is directed at him.
|-
|-
| bgcolor=#AABBB0 | '''Empathy'''
| bgcolor=#AABBB0 | '''Warding'''
| bgcolor=#AABBB0 | Establishing a physical link through your telepathy.
| bgcolor=#AABBB0 | Drive your enemies off with overwhelming fear.
|-
|-
| colspan=2 bgcolor=#BBC8BF |
| colspan=2 bgcolor=#BBC8BF |
: '''Known:''' Yes
: '''Known:''' Yes


: '''Syntax:'''            MIND EMPATHY
: '''Syntax:'''            PERFORM RITE OF WARDING
: '''Extra Information:''' Devotion cost: 180


: '''Details:'''
: '''Details:'''
This ability will channel much damage done to a locked adventurer over the telepathic link to you.
This ability will set up a rite that will ward off any of your enemies that enter the room, by
Be careful with it though, for it is possible to die if too much damage is inflicted upon you via
giving them fear.
the telepathic link. This ability costs a regular drain of mental power.
|-
|-
| bgcolor=#AABBB0 | '''Stupidity'''
| bgcolor=#AABBB0 | '''Force'''
| bgcolor=#AABBB0 | Induce idiocy in the mind of your opponent.(*)
| bgcolor=#AABBB0 | Make an adventurer follow your wish.
|-
|-
| colspan=2 bgcolor=#BBC8BF |
| colspan=2 bgcolor=#BBC8BF |
: '''Known:''' Yes
: '''Known:''' Yes


: '''Syntax:'''            MIND STUPIDITY [target]
: '''Syntax:'''            PERFORM FORCE <adventurer> <command>
: '''Extra Information:''' Devotion cost: 2000


: '''Details:'''
: '''Details:'''
By casting a net of psychic energy over your opponent's mind, you will cause his mind to
Using your powers over the believers, you may force an adventurer to bend to your will and carry
occassionally misfire and do something entirely different from what was intended.
out your commands.
|-
|-
| bgcolor=#AABBB0 | '''Command'''
| bgcolor=#AABBB0 | '''Piety'''
| bgcolor=#AABBB0 | Force a subject to do your bidding.
| bgcolor=#AABBB0 | Bind those around you with the force of ultimate piety.
|-
|-
| colspan=2 bgcolor=#BBC8BF |
| colspan=2 bgcolor=#BBC8BF |
: '''Known:''' Yes
: '''Known:''' Yes


: '''Syntax:'''            MIND COMMAND <command>
: '''Syntax:'''            PERFORM RITE OF PIETY
: '''Extra Information:''' Devotion cost: 600


: '''Details:'''
: '''Details:'''
You have gained sufficient knowledge of the workings of the mind to caress it into doing exactly
This rite will make it difficult for your enemies to leave the room. When it successfully prevents
what you wish. Your target must be undeaf if you wish for them to hear your command.
them from moving, they will suffer a balance penalty.
|-
|-
| bgcolor=#AABBB0 | '''Mindcloak'''
| bgcolor=#AABBB0 | '''Hellsight'''
| bgcolor=#AABBB0 | Stealth telepathy.
| bgcolor=#AABBB0 | Give an adventurer a glimpse of Hell.
|-
|-
| colspan=2 bgcolor=#BBC8BF |
| colspan=2 bgcolor=#BBC8BF |
: '''Known:''' Yes
: '''Known:''' Yes


: '''Syntax:'''            MIND CLOAK [ON|OFF]
: '''Syntax:'''            PERFORM HELLSIGHT <adventurer>
: '''Extra Information:''' Devotion cost: 600


: '''Details:'''
: '''Details:'''
This ability will allow you to, at a regular drain of mental power, attempt mind locks that will be
Using this ability, you will give your poor victim a vision of Hell itself. This will cause him
harder to detect than normal. It will go undetected by adventurers who are using Telesense, for
much psychic stress as he witnesses the souls in pain and experiences part of their pain.
instance. In addition, this will make it more difficult for a locked mind to recognise and reject
your own. Cloaking your mind comes with a heavy mental cost any time you are actively engaged in
locking another's mind.
|-
|-
| bgcolor=#AABBB0 | '''Paralyse'''
| bgcolor=#AABBB0 | '''Dazzle'''
| bgcolor=#AABBB0 | Exert mental power to paralyse your subject.(*)
| bgcolor=#AABBB0 | Confuse and dazzle an opponent.
|-
|-
| colspan=2 bgcolor=#BBC8BF |
| colspan=2 bgcolor=#BBC8BF |
: '''Known:''' Yes
: '''Known:''' Yes


: '''Syntax:'''            MIND PARALYSE [target]
: '''Syntax:'''            PERFORM DAZZLE <adventurer>
: '''Extra Information:''' Devotion cost: 250


: '''Details:'''
: '''Details:'''
This ability temporarily rewires the mind of a locked adventurer, preventing the adventurer from
This will dazzle the mind of an adventurer and cause confusion and dizziness.
moving. In effect, the adventurer is paralysed.
|-
|-
| bgcolor=#AABBB0 | '''Hypersense'''
| bgcolor=#AABBB0 | '''Demons'''
| bgcolor=#AABBB0 | Hypersensitivity to telepathic activity.
| bgcolor=#AABBB0 | Summon demons to torment the unrighteous.
|-
|-
| colspan=2 bgcolor=#BBC8BF |
| colspan=2 bgcolor=#BBC8BF |
: '''Known:''' Yes
: '''Known:''' Yes


: '''Syntax:'''            MIND HYPERSENSE [ON|OFF]
: '''Syntax:'''            PERFORM RITE OF DEMONS
: '''Extra Information:''' Devotion cost: 360


: '''Details:'''
: '''Details:'''
You are now able to cast a net of telepathic power over the local area. Like a spider at the centre
This rite will cause your enemies to be tormented by vengeful demons.
of his web, any attempts at telepathic locking within your net will vibrate the invisible strands
of mental power and alert you to the attempts.
|-
|-
| bgcolor=#AABBB0 | '''Amnesia'''
| bgcolor=#AABBB0 | '''Allsight'''
| bgcolor=#AABBB0 | Induce temporary forgetfulness into your subject.(*)
| bgcolor=#AABBB0 | Gain insight into all movement into and out of holy areas.
|-
|-
| colspan=2 bgcolor=#BBC8BF |
| colspan=2 bgcolor=#BBC8BF |
: '''Known:''' Yes
: '''Known:''' Yes


: '''Syntax:'''            MIND AMNESIA [target]
: '''Syntax:'''            PERFORM RITE OF ALLSIGHT
 
: '''Extra Information:''' Devotion cost: 360
: '''Details:'''
A simple-sounding, though extremely effective ability, this allows you to cause short-term amnesia
in your locked adventurer. He will simply fail to execute the next action he attempts, as he will
forget what he is doing before he manages to do it.
|-
| bgcolor=#AABBB0 | '''Barrier'''
| bgcolor=#AABBB0 | Throw up a telepathic barrier around your subject.
|-
| colspan=2 bgcolor=#BBC8BF |
: '''Known:''' Yes


: '''Syntax:'''            MIND BARRIER


: '''Details:'''
: '''Details:'''
You are now able to protect a locked adventurer against other telepathic attempts at control by
When activated, this ability will inform you whenever any of your enemies enters or leaves the room
wrapping your mind around his. MIND UNBARRIER will lower this protective shield. Note that while
that the Rite is in.
maintaining a mind barrier, your ability to perform other telepathic feats will be limited due to
the concentration required.
|-
|-
| bgcolor=#AABBB0 | '''Scan'''
| bgcolor=#AABBB0 | '''Healing'''
| bgcolor=#AABBB0 | Scan the mind of your subject.
| bgcolor=#AABBB0 | A powerful healing ability.
|-
|-
| colspan=2 bgcolor=#BBC8BF |
| colspan=2 bgcolor=#BBC8BF |
: '''Known:''' Yes
: '''Known:''' Yes


: '''Syntax:'''            MIND SCAN
: '''Syntax:'''            PERFORM RITE OF HEALING
: '''Extra Information:''' Devotion cost: 360


: '''Details:'''
: '''Details:'''
An improvement on Divine, this will allow you to see considerably more information about the locked
This ability will cause a rite to spring into existence which will occasionally heal an affliction
adventurer.
from you and your allies that are in the room.
|-
|-
| bgcolor=#AABBB0 | '''Deadening'''
| bgcolor=#AABBB0 | '''Convocation'''
| bgcolor=#AABBB0 | Dull your opponent's mind.(*)
| bgcolor=#AABBB0 | Call to you someone in a Rite of Convocation.
|-
|-
| colspan=2 bgcolor=#BBC8BF |
| colspan=2 bgcolor=#BBC8BF |
: '''Known:''' Yes
: '''Known:''' Yes


: '''Syntax:'''            MIND DEADENING [target]
: '''Syntax:'''            PERFORM RITE OF CONVOCATION
::: PERFORM CONVOCATION <adventurer>
: '''Extra Information:''' Devotion cost: 600 for the Rite
:::600 for the summoning


: '''Details:'''
: '''Details:'''
This ability will cause your opponent's mind to be dull. If you start a mind lock while your
This powerful ability will allow you to create a Rite of Convocation. Anyone in a Rite of
opponent is in this condition, your ability to lock and hold his mind will be increased.
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.
|-
|-
| bgcolor=#AABBB0 | '''Travel'''
| bgcolor=#AABBB0 | '''Revitalisation'''
| bgcolor=#AABBB0 | Cross great distances to your subject in a single step.
| bgcolor=#AABBB0 | A rite to heal health and mana.
|-
|-
| colspan=2 bgcolor=#BBC8BF |
| colspan=2 bgcolor=#BBC8BF |
: '''Known:''' Yes
: '''Known:''' Yes


: '''Syntax:'''            MIND TRAVEL
: '''Syntax:'''            PERFORM RITE OF REVITALISATION
: '''Extra Information:''' Devotion cost: 360


: '''Details:'''
: '''Details:'''
An extremely complicated ability, this opens up a pathway between your mind and that of an
This rite will heal a percentage of one's maximum health and maximum mana. It will affect everyone
individual you have locked, allowing you to travel to your target.
in the room who is not an enemy of the Devotionist who performed it.
|-
|-
| bgcolor=#AABBB0 | '''Mindnet'''
| bgcolor=#AABBB0 | '''Deliverance'''
| bgcolor=#AABBB0 | Cast a mental net about your surroundings.
| bgcolor=#AABBB0 | Deliver a target unto you.
|-
|-
| colspan=2 bgcolor=#BBC8BF |
| colspan=2 bgcolor=#BBC8BF |
: '''Known:''' Yes
: '''Known:''' Yes


: '''Syntax:'''            MINDNET [ON|OFF]
: '''Syntax:'''            PERFORM DELIVERANCE <adventurer>
: '''Extra Information:''' Devotion cost: 1200


: '''Details:'''
: '''Details:'''
At a constant mana drain, this ability throws up a telepathic net over the local area, informing
This will allow you to summon an adventurer from any distance should they have been blessed with
you whenever anyone moves into or out of range of the net.
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.
|-
|-
| bgcolor=#AABBB0 | '''Crush'''
| bgcolor=#AABBB0 | '''Cleansing'''
| bgcolor=#AABBB0 | Attack your subject with a crushing psychic attack.(*)
| bgcolor=#AABBB0 | Rid your enemies of their unclean aspects.
|-
|-
| colspan=2 bgcolor=#BBC8BF |
| colspan=2 bgcolor=#BBC8BF |
: '''Known:''' Yes
: '''Known:''' Yes


: '''Syntax:'''            MIND CRUSH [target]
: '''Syntax:'''            PERFORM RITE OF CLEANSING
: '''Extra Information:''' Devotion cost: 300


: '''Details:'''
: '''Details:'''
Mind crush sends a crushing wave of mental energy at the target, doing both physical and mental
This relatively short-lived rite will begin slowly stripping the defences of any enemies in the  
damage. If this attack is being performed at a distance, line-of-sight is required.
room, giving them no indication it is happening. It shall always strip the blackwind or astralform
defences first.
|-
|-
| bgcolor=#AABBB0 | '''Daze'''
| bgcolor=#AABBB0 | '''Reclaim'''
| bgcolor=#AABBB0 | Render your subject extremely vulnerable to hypnosis.
| bgcolor=#AABBB0 | Reclaim one of your rites.
|-
|-
| colspan=2 bgcolor=#BBC8BF |
| colspan=2 bgcolor=#BBC8BF |
: '''Known:''' Yes
: '''Known:''' Yes


: '''Syntax:'''            MIND DAZE
: '''Syntax:'''            PERFORM RECLAIM <rite>


: '''Details:'''
: '''Details:'''
Only useful in conjunction with an adventurer skilled in Hypnosis, this will wipe out an
This ability will allow you to remove one of your rites from your location, regaining some of the
adventurer's ability to resist an attempt at hypnosis.
devotion used to summon it.
|-
|-
| bgcolor=#AABBB0 | '''Strip'''
| bgcolor=#AABBB0 | '''Prayer'''
| bgcolor=#AABBB0 | Strip the defences from your opponent.(*)
| bgcolor=#AABBB0 | Pray for the salvation of your congregation.
|-
|-
| colspan=2 bgcolor=#BBC8BF |
| colspan=2 bgcolor=#BBC8BF |
: '''Known:''' Yes
: '''Known:''' Yes


: '''Syntax:'''            MIND STRIP [target]
: '''Syntax:'''            PERFORM RITE OF PRAYER


: '''Details:'''
: '''Details:'''
Your mental prowess is such that you may coax your opponent into relaxing his defences.
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.
|-
|-
| bgcolor=#AABBB0 | '''Sapience'''
| bgcolor=#AABBB0 | '''Banishment'''
| bgcolor=#AABBB0 | Instantly know your subject's thoughts and actions.
| bgcolor=#AABBB0 | Send the unholy Chaos entities back to their hell.
|-
|-
| colspan=2 bgcolor=#BBC8BF |
| colspan=2 bgcolor=#BBC8BF |
: '''Known:''' Yes
: '''Known:''' Yes


: '''Syntax:'''            MIND SAPIENCE
: '''Syntax:'''            PERFORM RITE OF BANISHMENT
: '''Extra Information:''' Devotion cost: 450


: '''Details:'''
: '''Details:'''
By essentially tapping into a locked adventurer's cortex, you are able to see anything the  
This rite will occasionally attempt to destroy a chaos entity, provided that a minion of chaos,  
adventurer does. UNWATCH to cease watching your target's actions. Note that this ability comes with
sent by the Chaos Prince, Dameron, is not in the room. Also, it is rumoured that those occultists
a very steep mental cost.
to have formed a pact with the greatest of the Chaos Lords may be capable of defeating this potent
rite.
|-
|-
| bgcolor=#AABBB0 | '''Clamp'''
| bgcolor=#AABBB0 | '''Resurrection'''
| bgcolor=#AABBB0 | Set a telepathic mind clamp about your subject.
| bgcolor=#AABBB0 | Grant life anew to a slain believer.
|-
|-
| colspan=2 bgcolor=#BBC8BF |
| colspan=2 bgcolor=#BBC8BF |
: '''Known:''' Yes
: '''Known:''' Yes


: '''Syntax:'''            MIND CLAMP
: '''Syntax:'''            PERFORM RESURRECTION <adventurer>
: '''Extra Information:''' Devotion cost: 2000


: '''Details:'''
: '''Details:'''
This allows you to reach out with your mind and clamp down on the locked adventurer's mind,
One of the holiest of abilities, this will grant life anew to the target adventurer. For this
reducing his maximum health and mana levels by twenty percent. MIND UNCLAMP will allow you to  
ability to work, the adventurer must have been preached to and accepted the blessing over their  
release this hold on your opponent's mind, returning their health and mana levels to normal.
life or be under level 30.
|-
|-
| bgcolor=#AABBB0 | '''Blackout'''
| bgcolor=#AABBB0 | '''Inquisition'''
| bgcolor=#AABBB0 | Cause a short-lived, total blackout to your subject.
| bgcolor=#AABBB0 | Punish the faithless for their unholy crimes.
|-
|-
| colspan=2 bgcolor=#BBC8BF |
| colspan=2 bgcolor=#BBC8BF |
: '''Known:''' Yes
: '''Known:''' Yes


: '''Syntax:'''            MIND BLACKOUT
: '''Syntax:'''            PERFORM INQUISITION <target>
 
: '''Extra Information:''' Devotion cost: 500
: '''Details:'''
By sending out a blast of rawest telepathic power, you are able to, for a short period of time,
knock out all senses of your locked target.
|-
| bgcolor=#AABBB0 | '''Scythe'''
| bgcolor=#AABBB0 | Scythe through the bond between a subject and a spirit.
|-
| colspan=2 bgcolor=#BBC8BF |
: '''Known:''' Yes
 
: '''Syntax:'''            MIND SCYTHE
 
: '''Details:'''
This ability will attempt to force a metamorphosized adventurer out of his form.
|-
| bgcolor=#AABBB0 | '''Batter'''
| bgcolor=#AABBB0 | Devastate your opponent's mind with an overwhelming attack.(*)
|-
| colspan=2 bgcolor=#BBC8BF |
: '''Known:''' Yes
 
: '''Syntax:'''            MIND BATTER [target]
 
: '''Details:'''
: '''Details:'''
This powerful telepathic attack will instantly give your unlucky target stupidity, epilepsy, and  
You are the scales upon which the sacrilege of those who oppose the Light may be measured. Paved in
dizziness.
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.
|-
|-
| bgcolor=#AABBB0 | '''Radiance'''
| bgcolor=#AABBB0 | '''Illuminate'''
| bgcolor=#AABBB0 | Destroy your subject with a single blast of mental energy.
| bgcolor=#AABBB0 | Illuminate your path.
|-
|-
| colspan=2 bgcolor=#BBC8BF |
| colspan=2 bgcolor=#BBC8BF |
: '''Known:''' Yes
: '''Known:''' Yes


: '''Syntax:'''            MIND RADIANCE
: '''Syntax:'''            PERFORM ILLUMINATE <direction>
::: PERFORM EXTINGUISH
: '''Extra Information:''' Devotion: 1500 to illuminate, 500 to extinguish


: '''Details:'''
: '''Details:'''
The most powerful attack a telepath has, this allows you to build up an awesome amount of  
When you perform this ability, you will create an orb of light which will move off in the direction
telepathic power, then release it to your hapless victim, killing him instantly. It takes some time
specified. The orb is unpredictable and will move erratically. Each time it moves, the orb will
to build up, during which you may do nothing else. Further, you may not execute this ability if
illuminate the room, giving a chance to strip the blackwind or astralform defences from adventurers
your target is in the same location as you. Your concentration will also be broken if your target
in the room. In addition, you may extinguish the orb at any time to travel directly to the room the
moves into your location.
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.
|-
|-
| bgcolor=#AABBB0 | '''Mindprints'''
| bgcolor=#AABBB0 | '''Bloodsworn'''
| bgcolor=#AABBB0 | Take a mindprint of your subject.
| bgcolor=#AABBB0 | Bond with another via a blood oath.
|-
|-
| colspan=2 bgcolor=#BBC8BF |
| colspan=2 bgcolor=#BBC8BF |
: '''Known:''' Yes
: '''Known:''' Yes


: '''Syntax:'''            MIND PRINT
: '''Syntax:'''            BLOODSWEAR <priest or paladin>
::: BLOODSWORN ON/OFF
::: BLOODSWORN REJECT


: '''Details:'''
: '''Details:'''
Once you have locked minds with an adventurer, you are able to gain intimate knowledge of their  
The bond of the bloodsworn is one of the most revered rituals of devotion-users. When a Priest and
mind, making it easier to gain and hold a mind lock in the future. However, due to the incredible
a Paladin feel strongly that they wish to become one, they bloodswear to each other, and from that
complexity of the mind, you may only hold five mindprints at once. MIND PRINT will take a mindprint
moment on, have the capability to bond their very souls to each other. When the BLOODSWORN ON
of the adventurer you have locked. MINDPRINTS will list whom you have mindprints of, and FORGET
ritual is performed by both the Priest and the Paladin, their maximum health and manas will be 70%
will remove an adventurer from your list, allowing you to MINDPRINT a new adventurer.
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.
|}
|}

Latest revision as of 02:43, 12 January 2015

for devotional ability

Abilities in Devotion

Ability Description
Enlightenment Look into the soul of someone.
Known: Yes
Syntax: PERFORM ENLIGHTENMENT/PERFORM ENLIGHTENMENT <adventurer>
Details:

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.
Known: Yes
Syntax: PERFORM HANDS <adventurer>
Extra Information: Devotion cost: 150
Details:

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.
Known: Yes
Syntax: PERFORM PARTING <direction>
Extra Information: Devotion cost: 100
Details:

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.
Known: Yes
Syntax: PERFORM PREACHING <adventurer>
Extra Information: Devotion cost: 250
Details:

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.
Known: Yes
Syntax: PERFORM TRUTH
Extra Information: Devotion cost: 100
Details:

This ability allows you to detect certain types of hidden adventurers in your room.

Rites List what rites are active.
Known: Yes
Syntax: RITES
Details:

This ability will show you what rites are operating in your room.

Sustenance The Gods will provide for you.
Known: Yes
Syntax: PERFORM RITE OF SUSTENANCE
Extra Information: Devotion cost: 1500
Details:

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.
Known: Yes
Syntax: PERFORM INSPIRATION
Extra Information: Devotion cost: 800
Details:

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.
Known: Yes
Syntax: PERFORM BLISS <adventurer>
Extra Information: Devotion cost: 1000


Details:

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.
Known: Yes
Syntax: PERFORM RITE OF PILGRIMAGE
PERFORM PILGRIMAGE <adventurer>
Extra Information: Devotion cost: 300 for the rite
450 to actually pilgrimage
Details:

By performing the rite of pilgrimage, you are able to then pilgrimage to anyone standing in that rite.

Purity Damage the Unholy.
Known: Yes
Syntax: PERFORM PURITY <adventurer>
Extra Information: Devotion cost: 250
Details:

This ability will use your righteousness and pious fury to attack other adventurers.

Penitence Condemn the unfaithful to eternal penance.
Known: Yes
Syntax: PERFORM PENITENCE <target>
Extra Information: Devotion cost: 300
Details:

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.
Known: Yes
Syntax: PERFORM CHAOSCALM <doppleganger>
Extra Information: Devotion cost: 750
Details:

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.
Known: Yes
Syntax: PERFORM PEACE <adventurer>
Extra Information: Devotion cost: 100
Details:

After performing this ability on an adventurer, that adventurer loses the will to commit offensive acts.

Warding Drive your enemies off with overwhelming fear.
Known: Yes
Syntax: PERFORM RITE OF WARDING
Extra Information: Devotion cost: 180
Details:

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.
Known: Yes
Syntax: PERFORM FORCE <adventurer> <command>
Extra Information: Devotion cost: 2000
Details:

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.
Known: Yes
Syntax: PERFORM RITE OF PIETY
Extra Information: Devotion cost: 600
Details:

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.
Known: Yes
Syntax: PERFORM HELLSIGHT <adventurer>
Extra Information: Devotion cost: 600
Details:

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.
Known: Yes
Syntax: PERFORM DAZZLE <adventurer>
Extra Information: Devotion cost: 250
Details:

This will dazzle the mind of an adventurer and cause confusion and dizziness.

Demons Summon demons to torment the unrighteous.
Known: Yes
Syntax: PERFORM RITE OF DEMONS
Extra Information: Devotion cost: 360
Details:

This rite will cause your enemies to be tormented by vengeful demons.

Allsight Gain insight into all movement into and out of holy areas.
Known: Yes
Syntax: PERFORM RITE OF ALLSIGHT
Extra Information: Devotion cost: 360


Details:

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.
Known: Yes
Syntax: PERFORM RITE OF HEALING
Extra Information: Devotion cost: 360
Details:

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.
Known: Yes
Syntax: PERFORM RITE OF CONVOCATION
PERFORM CONVOCATION <adventurer>
Extra Information: Devotion cost: 600 for the Rite
600 for the summoning
Details:

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.
Known: Yes
Syntax: PERFORM RITE OF REVITALISATION
Extra Information: Devotion cost: 360
Details:

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.
Known: Yes
Syntax: PERFORM DELIVERANCE <adventurer>
Extra Information: Devotion cost: 1200
Details:

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.
Known: Yes
Syntax: PERFORM RITE OF CLEANSING
Extra Information: Devotion cost: 300
Details:

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.
Known: Yes
Syntax: PERFORM RECLAIM <rite>
Details:

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.
Known: Yes
Syntax: PERFORM RITE OF PRAYER
Details:

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.
Known: Yes
Syntax: PERFORM RITE OF BANISHMENT
Extra Information: Devotion cost: 450
Details:

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.
Known: Yes
Syntax: PERFORM RESURRECTION <adventurer>
Extra Information: Devotion cost: 2000
Details:

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.
Known: Yes
Syntax: PERFORM INQUISITION <target>
Extra Information: Devotion cost: 500
Details:

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.
Known: Yes
Syntax: PERFORM ILLUMINATE <direction>
PERFORM EXTINGUISH
Extra Information: Devotion: 1500 to illuminate, 500 to extinguish
Details:

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.
Known: Yes
Syntax: BLOODSWEAR <priest or paladin>
BLOODSWORN ON/OFF
BLOODSWORN REJECT
Details:

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.