Looks: Appears as a human, or other species, but with wings.
Often wear magical full plate armor.
Armor you wear does not interfere with your ability to use abilities gained from mage classes.
Material cost: You may sacrifice any material components as a part of this ritual, but you must have a symbol of your deity present.
Bless Self in a ritual that improves your Divine Gift. It follows the same rules as that ritual, but allows you to revise and strengthen that ritual's effects. Remind the GM of the effects of your Divine Gift, as they determine the effects of this ritual.
Note: Keep track of your original Divine Gift's effects. If you loose or become incapable of Bless Self, your Divine Gift returns to the state it was in before. If you loose or become incapable of Divine Gift, then you loose the effects of Bless Self.
Material cost: You may sacrifice any material components as a part of this ritual, but you must have a symbol of your deity present.
Requirements: This ritual can typically be used only once.
Divine Gift is a ritual that allows you to call upon their deity for a blessing. As part of this ritual, you make a sacrifice to your deity. You can decide exactly what this sacrifice entails. It may be MP, HP, magical items, vows of service, or anything else that you and your GM agree upon. Once the sacrifice is complete, your GM determines the blessing your deity grants you.
Note: Although a short rest is the standard amount of time it takes to perform this ritual, you may choose to spend more or less time on it. Your GM will choose how your deity interprets this.
Note: While some deities may be interested in a large sacrifice, others may be more interested in the intent behind it. Your Divine Gift ritual should be tailored towards what your deity values. You are free to request something specific in your sacrifice, but your deity may choose to grant you something else.
Note: The blessing granted by your deity may have flaws or unexpected consequences.
You fly at half speed.
If proficient: You instead fly at full speed.
You go Ethereal or manifest back into the Material Realm.
On hit: Target heals at the start of their next turn.
Attribute improvement: This ability sets your MOV score to a minimum of 0.
Attribute improvement: This ability sets your PER score to a minimum of 0.
Attribute improvement: This ability sets your SNK score to a minimum of 0.
Improvement: Does not affect spells you cast.
Improvement: Does not affect spells you cast.
On hit: If target is dead, they are brought back to life. If they had less than 1 HP, they have 1 HP. If they had less than 1 MP, they have 1 MP. Otherwise, their HP and MP do not change. If target is undead, you can choose to have them be healed for Damage. Heightened: For each additional MP spent, target can have been dead for an additional 10 minutes. If target is undead, they are healed an additional time. If proficient: If target is undead, they are healed for Damage P times. If fluent: If target is undead, they are healed for Damage F times.
You gain Giant Strength and Shattering Grip. In addition, you may deboost any melee weapon attack to make it AV0.
You gain Improved Strength and Melee Damage Boost. In addition, you are no longer suffer the consequences of cumbersome items.
You gain Beastly Strength and Improved Armor Piercing.
Can wield two-handed weapons in one hand.
Attribute improvement: This ability sets your STR score to a minimum of 1.
Melee weapons you use are armor piercing.
Attribute improvement: This ability sets your STR score to a minimum of 2.
Attribute improvement: This ability sets your STR score to a minimum of 3.
Requirements: You are holding the target.
Target is shattered.
Attribute improvement: This ability sets your STR score to a minimum of 4.