Apprentice Interventions

NameCategorySummary
Holy NovaHealingHeal all nearby allies for (Level+3)d8 HP. Plea effect grants temporary HP.
PanaceaHealingRemove one chosen status effect from all allies. Plea effect grants immunity to chosen effects.
Holy ShellHealingGrant Level damage reduction to all allies for 3 rounds. Plea effect provides Flow Points.
Strength of DemigodsBlessingGrant +1 damage die to first attack or spell each round for Level÷2 rounds. Plea effect provides Flow Points.
Divine SwiftnessBlessingEnhanced step moves 2 hexes for Level÷2 rounds. Plea effect increases base movement speed.
Divine LuckBlessingReroll one failed roll per round for Level÷2 rounds. Plea effect adds bonus to rerolls.
Fear of GodCurseAll enemies become Frightened for 3 rounds of chosen source. Plea effect penalizes Willpower saves.
Chains of FaithCurseHalve enemy movement speed for Level÷2 rounds. Plea effect extends duration.
DisruptionCurseEnemies limited to 2 FP maximum for Level÷2 rounds. Plea effect immediately drains FP.

Apprentice Intervention Descriptions

Holy Nova

Cost: 2 AP + 5 Favor
Range: 10 hexes from caster
Targets: All allies within range

Heal all allies within range for (Level + 3)d8 HP.

Plea Effect: Make a Religion skill check. On success, all healed targets also gain Temporary HP:

  • Normal Success: Level × 2 Temporary HP
  • Hard Success: Level × 2 + 2 Temporary HP
  • Major Success: Level × 2 + 4 Temporary HP
  • Critical Success: Level × 2 + 8 Temporary HP

Panacea

Cost: 2 AP + 3 Favor
Range: 10 hexes from caster
Targets: All allies within range

Each ally within range may choose one status effect currently affecting them and remove it immediately.

Plea Effect: Make a Religion skill check. On success, all allies gain immunity to a chosen status effect:

  • Normal Success: Level ÷ 2 rounds immunity (minimum 1 round)
  • Hard Success: Level ÷ 2 + 1 rounds immunity
  • Major Success: Level ÷ 2 + 2 rounds immunity
  • Critical Success: Level ÷ 2 + 3 rounds immunity

Note: Allies who removed a status effect gain immunity to that same effect. Allies who had no status effects to remove may still choose any status effect to become immune to for the duration.

Holy Shell

Cost: 2 AP + 4 Favor
Range: 10 hexes from caster
Targets: All allies within range

All allies within range gain Level Damage Reduction for 3 rounds.

Plea Effect: Make a Religion skill check. On success, all protected allies also gain Flow Points: 1 FP per success level, totaling 4 FP on a Critical Success.

Strength of Demigods

Cost: 2 AP + 5 Favor
Range: 10 hexes from caster
Targets: All allies within range

All allies within range gain +1 damage die to their first attack or spell each round for Level ÷ 2 rounds (minimum 1). Effects that calculate based on damage dice (such as Axe Rending Strike) include this bonus die in their calculations.

Plea Effect: Make a Religion skill check. On success, all blessed allies also gain Flow Points: 1 FP per success level, totaling 4 FP on a Critical Success.

Divine Swiftness

Cost: 2 AP + 3 Favor
Range: 10 hexes from caster
Targets: All allies within range

All allies within range gain Enhanced Step for Level ÷ 2 rounds (minimum 1). Their free step action moves 2 hexes instead of 1 hex (still no Reaction Attacks, once per turn).

Plea Effect: Make a Religion skill check. On success, all blessed allies also gain increased base movement speed for the duration: +1 hex per success level, totaling +4 hexes on a Critical Success.

Divine Luck

Cost: 2 AP + 4 Favor
Range: 10 hexes from caster
Targets: All allies within range

All allies within range can reroll one failed roll per round for Level ÷ 2 rounds (minimum 1).

Plea Effect: Make a Religion skill check. On success, when allies use their reroll, they gain a bonus to their effective skill: +5 per success level, totaling +20 on a Critical Success.

Fear of God

Cost: 2 AP + 4 Favor
Range: 5 hexes from caster
Targets: All enemies within range

All enemies within range become Frightened for 3 rounds. The caster chooses one living target (enemy or ally) to be the source of the fear. Enemies can attempt Willpower checks at the end of each turn to break free as normal.

Plea Effect: Make a Religion skill check. On success, enemies suffer a penalty to their Willpower rolls against this effect: -5 per success level, totaling -20 on a Critical Success.

Chains of Faith

Cost: 2 AP + 3 Favor
Range: 10 hexes from caster
Targets: All enemies within range

All enemies within range have their movement speed halved for Level ÷ 2 rounds (minimum 1).

Plea Effect: Make a Religion skill check. On success, extend the duration: +1 round per success level, totaling +4 rounds on a Critical Success.

Disruption

Cost: 2 AP + 5 Favor
Range: 10 hexes from caster
Targets: All enemies within range

All enemies within range can have no more than 2 FP at any time for Level ÷ 2 rounds (minimum 1). If they currently have more than 2 FP, it is immediately reduced to 2.

Plea Effect: Make a Religion skill check. On success, enemies immediately lose additional Flow Points: 1 FP per success level, totaling 4 FP lost on a Critical Success.


Journeyman Interventions

NameCategorySummary
Font of LifeHealingInitial healing burst followed by healing over time for Level rounds. Plea effect enhances initial healing.
Holy AegisHealingGrant resistance to chosen damage type for 5 rounds. Plea effect provides immunity to ongoing damage.
Twist of the DivineBlessingTrade skill levels between non-combat skills for Level minutes. Plea effect adds bonus to higher skill.
Divine RebalanceBlessingImprove roll success tiers once per round for Level÷2 rounds. Plea effect allows lowering enemy results.
Heretic’s MisfortuneCurseExpand enemy critical failure range to 85+ for Level÷2 rounds. Plea effect reduces critical success range.
Holy ConfessorCurseEnemies cannot lie for Level÷2 minutes. Plea effect compels answers to specific questions.

Journeyman Intervention Descriptions

Font of Life

Cost: 3 AP + 8 Favor
Range: 10 hexes from caster
Targets: All allies within range

All allies within range immediately heal for (Level + 1)d6 HP, then heal for (Level ÷ 2)d6 HP at the end of each of their turns for Level rounds.

Plea Effect: Make a Religion skill check. On success, increase the initial healing: +1d6 per success level, totaling +4d6 on a Critical Success.

Holy Aegis

Cost: 3 AP + 7 Favor
Range: 10 hexes from caster
Targets: All allies within range

All allies within range gain Resist {Level} against one chosen damage type for 5 rounds. The caster chooses the damage type when casting (Fire, Ice, Shock, Acid, Poison, or Bleed).

Plea Effect: Make a Religion skill check. On success, all protected allies become immune to ongoing damage of the chosen type and immediately clear any existing ongoing damage of that type: 1 round per success level, totaling 4 rounds on a Critical Success.

Twist of the Divine

Cost: 3 AP + 7 Favor
Range: 10 hexes from caster
Targets: All allies within range

All allies within range may trade their skill levels between two skills in the same non-combat category (Mental, Social, Technical, or Knowledge) for up to Level minutes. Each person may choose to cancel the effect at will before the time limit, but cannot regain it afterwards.

Plea Effect: Make a Religion skill check. On success, allies gain a bonus to their higher skill after the trade: +2 per success level, totaling +8 on a Critical Success.

Divine Rebalance

Cost: 3 AP + 8 Favor
Range: 10 hexes from caster
Targets: All allies within range

All allies within range can improve any roll’s success tier by one level once per round for Level ÷ 2 rounds. (Normal→Hard, Hard→Major, Major→Critical)

Plea Effect: Make a Religion skill check. On success, for the first 1/2/3/4 rounds of the effect, allies can also lower an enemy’s result level by one once per round. Cannot lower below Normal Success, but can turn failures into critical failures.

Heretic’s Misfortune

Cost: 3 AP + 6 Favor
Range: 10 hexes from caster
Targets: All enemies within range

All enemies within range have their critical failure range expanded to 85+ for Level ÷ 2 rounds. (Normally critical failures occur on 95+)

Plea Effect: Make a Religion skill check. On success, for the first 1/2/3/4 rounds enemies also have their critical success range reduced to 1 only (instead of ≤5).

Holy Confessor

Cost: 3 AP + 7 Favor
Range: 10 hexes from caster
Targets: Choose enemies within range

Target enemies cannot lie for Level ÷ 2 minutes. They can remain silent, but any spoken words must be truthful to the best of their knowledge.

Plea Effect: Make a Religion skill check. On success, targets are divinely compelled to answer questions to the best of their ability: 1 question per success level, totaling 4 questions on a Critical Success. They cannot remain silent when directly asked these questions.