Requirements:You already have a Divine Gift. This ritual can typically be used only once.
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.
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.
Note: Although this ability is sustained, you do not need to re-execute Divine Gift to regain its effects if you temporarily become incapable of it.
At the start of each of your turns, you wardedrevitalize and regain that many MP. This does not consume your mana die. If you were dead, this brings you back to life with the number of MP you rolled and 1 HP. You only die due to MP loss if you start your turn without successfully regenerating MP.
At the start of each of your turns, you wardedheal and regain that many HP. This does not consume your hit die. If you were dead, this brings you back to life with the number of HP you rolled and 1 MP. You only die due to HP loss if you start your turn without successfully regenerating HP.
Requirements:Target is undead or has died within the last 10 minutes.
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.