Faith
Faith can be used to heal, protect, and enhance others, using the power of miracles granted by belief in an ideal, a god, or some other source.
For each experience point in Faith, a character can cast a miracle per day.
For every two experience points a character puts into Faith that character gains an extra Hit Point.
Before a miracle can be cast, the caster must point at a target, not the caster, with a hand or an implement and use vocals to inform your target of what you are trying to achieve. The target must hear enough of the vocal call to understand your intent in order to be affected by the miracle.
Eg. “Feel the courage within, you will not be stopped by that magic!”
“My god's healing rays shine upon you, let it heal your body!”
“Divinity resides in us all, feel new strength surge through you!”
Miracles can be used to heal a target to full hit points, but this requires an additional ten seconds of faith healing roleplay.
Miracles can be used to fix a single broken limb per call, such as those struck by arrows.
Miracles can be used to increase a target's maximum hit points by up to two points and heals the target by two hit points simultaneously.
Miracles can suppress a single hostile effect such as a spell call per use of Faith.
Miracles can be used to grant a target a single use of a Might call.
Miracles can be used to grant a target a single use of a Fortitude call.
Miracles effects, such as enhancement type miracles last two minutes.
Miracles cannot be used on a character if they are on their bleed count.
The caster cannot be the target of their own Miracle.
A target can only be affected by one miracle per caster using Faith.
Photography by Max Wilkins
Photography by Karl Eastwood
Photography by Max Wilkins
Photography by Karl Eastwood