KING

Prophet

Faith replaces Fate. A prayer rolls its own tier and cannot be modified once invoked. Litanies run outside combat on a shrinking die and pay out in miracles.

Core Mechanic: STACK PRAYERS (combat push-your-luck) + PERFORM LITANIES (utility rituals)

Casting Stat: Faith (replaces Fate)

IMPORTANT: When you invest in the Prophet tree, your Fate stat becomes Faith for all purposes. Faith works fundamentally differently from Fate in checks.

Faith and Checks

Prophets use Faith instead of Fate, with these key differences:

Initial Dice: When making checks, your initial dice only succeed on 6 (not 5-6). This represents the higher bar for divine action: miracles require perfect alignment with divine will.

Explosions: When you roll a 6 on a check, instead of rolling 1 explosion die, roll [Faith mod] explosion dice. These explosion dice succeed normally on 6. Explosion dice cannot explode further. The chain stops after one level. Explosion dice that show 1 do NOT cost stamina (divine protection).

Example: A Prophet with Faith +4 rolls 5 dice for a check. They get a 1, 2, 4, 6, and 6. The two 6s are 2 successes. They then roll 8 explosion dice (4 per 6). Those dice succeed on 6, and any 6s among them do not trigger more explosions.

Faith Points

Gaining Faith Points: Same as Fate points. Rolling 1s on checks costs 1 stamina but grants 1 Faith point. Session start grants 1 Faith point. GM awards for devotion.

Spending Faith Points: Spend 1 Faith point BEFORE rolling to add 1 die to your pool. You must commit before seeing results. This represents faith, not luck. You can spend multiple Faith points, but all must be declared before rolling.

Throne Abilities: Spend 1 Faith point to activate any Throne ability.


Core Mechanics

Prayer System

Prayers can be used anytime (in or out of combat).

PRAYER TIERS:

SuccessesTierEffect Level
11Basic
22Improved
33Greater
44Heroic
5+5Legendary

INVOKING A PRAYER:

When you declare a prayer (tactical phase in combat, or anytime out of combat):

  1. Roll Faith dice + Tier dice
  2. Count successes (initial dice need 6, explosion dice need a 6, and explosions don't chain)
  3. Successes = Prayer Tier for this invocation
  4. You cannot modify this roll. No Faith points, no rerolls. Divine will determines the outcome.

STAMINA BUYOUT:

If your successes are less than your character Tier, you may spend stamina to increase the Prayer Tier:

  • Spend 1 stamina per tier you want to add
  • Cannot exceed your character Tier this way

Example: A Tier 3 Prophet rolls 1 success. They can spend 1 stamina to reach Tier 2, or 2 stamina to reach Tier 3. They cannot reach Tier 4 or 5 this way.

DISRUPTION (Combat Only):

If damaged after declaring but before your turn:

  • Make a disruption check (d20 + Faith die + Tier vs DC based on prayer tier: DC 11/13/15/17/19 for Tier 1-5)
  • Success: Prayer maintained, no cost
  • Failure: Spend 1 stamina to maintain, or prayer is lost

DIVINE COMFORT (Disruption Recovery):

When your prayer is disrupted and lost, the divine energy disperses as comfort rather than power. As a free action, grant up to [your Tier] allies within 30 feet (including yourself) temporary Vigor equal to your Faith die. This represents the prayer fragmenting into protective blessing rather than being wasted entirely.


Litany System (Out of Combat)

How Litanies Work:

  • Long-term ritual prayers using shrinking die
  • Start at d20, shrink on failures: d20 → d12 → d10 → d8 → d6 → d4
  • Roll at specified interval (minutes, hours, days)
  • Miracles: When you roll the maximum value on your litany die, it is a Miracle (divine success). Most litanies require multiple miracles to complete.
  • Each miracle costs 1 Stamina

Prophet Abilities (12 Total)

Choose abilities in any order. Requirements listed where applicable.

Mystic Level: Your prophet level = number of Prophet abilities purchased (1-12)

Tier Access:

  • Levels 1-2: Tier 1 Litanies
  • Levels 3-4: Tier 2 Litanies
  • Levels 5-7: Tier 3 Litanies
  • Level 8+: Tier 4 Litanies
  • Level 12: Tier 5 Litanies

Divine Intercession (Prophet Deeds)

Prophets shape their prayers through divine intercession by calling upon their deity's nature to modify how divine power manifests. Using a deed requires a check: roll stat dice + Tier dice, needing [Tier] successes.

Starting Deeds: BLESS, CONDEMN (gained with Divine Conduit)

DeedEffect
BLESSAdd secondary beneficial effect to prayer: healing, protection, courage. The divine light touches more than one need.
CONDEMNAdd secondary harmful effect to prayer: mark the target, weaken their resolve, expose their sins. Divine judgment falls heavier.
WITNESSCall your deity's attention to the target. They are now "seen" by divine eyes. Consequences follow: oaths become binding, lies become obvious, guilt becomes weight.
SANCTIFYConvert prayer to area effect. Consecrate ground, fill space with divine presence, let holiness spread rather than strike.
MARTYRTake harm yourself to enhance or guarantee prayer's effect. Your sacrifice fuels the miracle.
INVOKESpeak a specific name or title of your deity. The prayer gains thematically appropriate power matching that aspect.
HERALDAnnounce, proclaim, prophesy. The prayer's effect becomes public knowledge. All present know what occurred and why.
ABSOLVERemove spiritual burden, guilt, or curse element from target. The prayer cleanses rather than empowers or destroys.

1

Divine Conduit

Initial - 1m + 1s

Required: Must be your first Prophet ability.

You are called. Chosen. Marked by the divine as vessel and voice.

Passive: Sense holy and unholy within 30 feet. Identify consecrated/desecrated ground and curses by touch.

Triggered: Divine Persistence (3 Stamina) - When you fail a check to stabilize while dying, reroll it.

Gain: Prayer and Litany mechanics (detailed above).

Starting Deeds: You know BLESS and CONDEMN.

Learn: 3 Prayers, 1 Litany

2

Expanded Prayers

1m + 1s

Your connection to the divine deepens.

Passive: Your prayers can affect one additional target.

Learn: 2 Prayers, 1 Litany. Choose 1 Divine Intercession from the list.

3

Sacred Resilience

1m + 1s

The divine hardens your body against harm.

Reaction: Intercession (1 Stamina) - When ally within 30 feet takes damage, transfer up to half that damage to yourself after damage is rolled.

Learn: 1 Prayer, 1 Litany

4

Unshakeable Faith

1m + 1s

Your conviction becomes armor.

Passive: Advantage on saves against fear and charm.

Maneuver: Condemning Gaze - Target one enemy within 30 feet. They make Sense save (your Tier) or have disadvantage on their next attack.

Learn: 1 Prayer, 1 Litany. Choose 1 Divine Intercession from the list.

5

Divine Wrath

1m + 1s

The righteous are not meek.

Passive: +1 crit range against profane creatures.

Learn: 1 Prayer, 1 Litany

6

Voice of Heaven

1m + 1s

You speak and creation listens.

Action: Command (2 Stamina) - Speak one word at enemy within 30 feet. They make a Tier 2 Sense save or suffer:

  • KNEEL: Falls prone
  • STOP: Frozen for 1 round, loses action

Learn: 2 Prayers, 1 Litany. Choose 1 Divine Intercession from the list.

7

Guided Strike

1m + 1s

The divine guides your allies' hands.

Reaction: Righteous Empowerment (1 Stamina) - When ally within 30 feet hits, add your faith die as damage. Declare after hit confirmed.

Learn: 1 Prayer, 1 Litany

8

Prophet's Vitality

1m + 1s

Your body is vessel for divine power.

Passive: Creatures you heal also regain 1 Vigor.

Maneuver: Healing Presence - Spend a faith point to heal an adjacent ally or yourself for 1d6 + Faith modifier.

Learn: 1 Prayer, 1 Litany. Choose 1 Divine Intercession from the list.

9

Shield of the Faithful

1m + 1s

Your prayer is armor.

Passive: When you use this ability's Interpose reaction, the ally also regains 1 Vigor.

Reaction: Interpose (1 Stamina) - When ally within 30 feet is hit, grant +3 AC against that attack. If still hits, Negate 1 Vitality from the attack die.

Learn: 1 Prayer, 1 Litany

10

Words of Judgment

1m + 1s

Your pronouncements carry divine weight.

Passive: Enemies damaged by your prayers have disadvantage on their save against your next prayer.

Learn: 1 Prayer, 1 Litany. Choose 1 Divine Intercession from the list.

11

Pillar of Faith

1m + 1s

Where you stand, holiness follows.

Passive: While you have 1+ Stamina you cannot be knocked prone or moved against your will.

Maneuver: Consecrated Ground (3 Stamina) - Area within 30 feet becomes holy for 10 rounds. Allies within gain advantage on saves. Unholy beings have disadvantage on attacks. Moves with you. Ends if disrupted.

Learn: 1 Prayer, 1 Litany

12

Inexhaustible Vessel

1m + 1s

Requires: 12 prophet abilities (this must be your final ability).

Your body was made to carry divine power.

Passive: The stamina buyout on your prayer checks costs 1 less (minimum 1).

Triggered: Unbreakable (4 Stamina) - When you fail a check, choose to succeed instead.

Learn: 2 Prayers, 1 Litany. Choose 1 Divine Intercession from the list.

Prophet Ultimates

Choose one ultimate at 4, 8, and 12 abilities purchased.

1st Ultimate (Free at 4 abilities)

A. Miracle of Deliverance

Action (4 Stamina)

Touch one target. remove 1 wound. Remove blindness, deafness, paralysis, poison, or fear (choose up to three). If they died within last minute, return to life with 1 Vitality.

B. Radiant Presence

Maneuver (4 Stamina) - Lasts 10 rounds

You glow with divine light (near radius). Unholy beings have disadvantage on attacks against you. Allies within gain +1 to saves. You cannot be surprised while active.

C. Prophet's Endurance

Passive: You have +1 Vitality slot.

Triggered: Divine Resilience (4 Stamina) - When you would take the wound that would drop you, make a Tier 3 Sense save. Success = stay up with 1 Vitality instead.

2nd Ultimate (Free at 8 abilities)

A. Wrath of the Divine

Maneuver (5 Stamina) - Lasts 10 rounds

Eyes blaze white. All attacks critical against unholy beings. Lose 1 fewer Vitality (minimum 0) from all sources (round down). Witnesses must make a Tier 3 Heart save or respond: righteous inspired, wicked flee, neutral kneel.

B. Mass Prayer

Free Action (5 Stamina) - Declare when invoking a prayer

Your prayer affects all valid targets within 60 feet instead of a single target. Same prayer tier applies to all.

C. Divine Intervention

Action (6 Stamina)

Pray for direct intervention. Deity manifests appropriate power: enemies struck down, allies healed, obstacles removed. Form depends on deity and situation.

3rd Ultimate (Free at 12 abilities)

A. Avatar of Light

Maneuver (7 Stamina) - Lasts 10 rounds

Transform into divine avatar. All Prayers empowered (and the target loses 1 Vigor/healing). Gain 50 vigor. Natural attacks deal 2d10 + casting stat die. Immune to poison, disease, charm, fear. After transformation ends: Faith resets to 0.

B. Eternal Prayer

Free Action (7 Stamina) - Declare when invoking a prayer

Your prayer affects all valid targets within sight. Effect lasts 1 hour (even if normally instant). Damage becomes ongoing, healing becomes regeneration, protections remain.

C. Martyrdom

Triggered (All remaining Stamina) - Once per lifetime

When you would die, activate. Stabilize with 1 Vitality. Release all power in a burst: all allies within 30 feet each remove 1 wound, all enemies within 30 feet lose 1 Vitality (save negates).


Total at 12 abilities: 15 Prayers, Litany, 3 Ultimates


Prophet Prayers (15)

Weapon of Righteousness

Prayer, Tiers 1-5

Range: TouchDuration: Until next dawnSuccesses set the tier, and the roll cannot be modified

You consecrate a weapon through prayer and anointing. It becomes an instrument of divine wrath. The weapon burns hot in the hands of the faithful and freezing in the hands of the wicked.

  1. T1

    Weapon blazes white when evil draws near. Against the corrupt it cuts deeper (deals your casting stat die extra). The weapon remembers murder. If wielder sheds innocent blood, it burns hot in their grip until they confess.

  2. T2

    The blade refuses corruption utterly. It passes through the innocent like water, harmless and cold. The wielder's eyes can see through lies when the weapon is drawn. Attempt murder with this blade and it turns in your hand (1 Vitality, you drop it).

  3. T3

    The weapon pulls toward hidden evil like iron to lodestone. The first attack against its wielder each battle turns aside as if striking stone. The blade cannot be picked up by those who have murdered within the past year.

  4. T4

    The weapon becomes the very edge of judgment. Betray your cause with this weapon in hand and it will kill you where you stand. The wicked struck by it are marked. Their sins visible to all who look upon them for one day.

  5. T5

    The blade is now an instrument of divine will. Those slain by it cannot be raised by any means short of divine intervention. The wielder gains immunity to fear and charm while holding it. Once per day, the weapon may speak a single word of judgment that all within earshot understand.

Consecrated weapons never rust, never dull, never break. They hum before battle. Murderers cannot touch them without their hands blistering. Some become holy relics, others are buried with their wielders, still burning.

Mark of Cain

Prayer, Tiers 1-5

Range: 30 feetDuration: Until blood or confessionSuccesses set the tier, and the roll cannot be modified

You pronounce the mark upon one who has spilled innocent blood or betrayed sacred trust. It burns into their flesh, visible first to the wronged, then to all.

  1. T1

    The mark appears as brand on the forehead, seen only by the victim and the faithful. It burns constantly, a dull throb. Beasts sense it and growl. Birds flee. The marked one's lies about their crime catch in their throat and come out as choking.

  2. T2

    Now all can see the mark burning black against their skin. No covering hides it. Paint slides off. Masks crack. Glamours shatter. The marked cannot enter holy ground without their skin cracking and bleeding. They cast two shadows.

  3. T3

    The faithful know their sin by sight alone. Children scream at their approach. The marked cannot speak lies about their deed at all. Their tongue swells, their voice breaks. Water they touch turns red. Mirrors crack when they look.

  4. T4

    The mark blazes for every eye, and with it comes knowledge of the crime. Their shadow points always toward what they destroyed. Their dreams are filled with the faces of those they wronged. The mark remains until they publicly confess before witnesses and make restitution.

  5. T5

    Die unrepentant and the mark follows you. Your ghost bears it. Your grave bears it. Your name becomes a curse. The marked cannot be healed by any magic while bearing the mark. Holy texts burn their hands black. Their very presence causes crops to wither within a mile.

The marked smell of ash and copper. Mirrors crack when they look. Holy texts burn their hands black. Dogs bay when they pass. Some go mad. Some confess. Few escape judgment.

The Truth Made Manifest

Prayer, Tiers 1-5

Range: TouchDuration: Until sunsetSuccesses set the tier, and the roll cannot be modified

You sanctify a place so lies cannot stand. The very stones cry out against falsehood. The air grows heavy and still.

  1. T1

    Words spoken false here echo wrong, like bells cracked and ringing sour. You know when lies are told. Liars feel their throats tighten. Their voices crack. Duration one hour.

  2. T2

    Contracts written here bind deeper than law. Witnesses remember every word perfectly. Speak deliberate falsehood and lose 1 Vitality as your tongue bleeds. The guilty feel stones pressing on their chests.

  3. T3

    The place remembers. Return within seven days, pray for ten minutes, and you can see shadows of what occurred, truth revealed like afterimage. Liars must fight every moment to maintain deception. Their hearts race, sweat beads on their brow.

  4. T4

    Invisible beings appear solid. Disguises melt like wax. Shapechangers revert screaming. The hidden is revealed. Secret doors glow, concealed weapons become visible, poisoned food turns black.

  5. T5

    Truth is compelled absolutely. Lies are impossible. Words choke and die. Speak truth or keep silence. The thoughts of the unguarded bleed into the air like smoke. Those who flee this circle while hiding truth are dragged back by invisible chains. They return and confess or their hearts burst.

After the prayer fades, the ground remains changed. Grass grows greener there or not at all. Treaties sworn here are unbreakable. Liars avoid the place for years. Some call it holy. Others call it cursed. Both are right.

Let There Be Light

Prayer, Tiers 1-5

Range: SelfDuration: 10 minutesSuccesses set the tier, and the roll cannot be modified

Light pours from you like water. You become as beacon on the mountain, and all lies, all darkness, all hidden things are made known.

  1. T1

    Radiance fills 30 feet. You see through shadow and glamour both. Those hiding are outlined in silver. Secret doors glow at their edges. Darkness itself recoils.

  2. T2

    Light expands to 60 feet. Your shadow stretches behind you pointing toward the nearest concealed threat. Magical darkness dissolves like morning mist. The invisible become visible as heat-shimmer forms.

  3. T3

    Light roars from you in waves. Lies spoken near you hang in the air as black smoke. You see the past hours as ghostly figures replaying their deeds. The guilty cannot bear your gaze and turn away.

  4. T4

    Disguises burn away. Illusions crack and fall. Hidden doors tear open. Buried gold glows beneath earth. Invisible stalkers scream as light forces them into form. Poison in wine turns black. Cursed objects smoke and crack.

  5. T5

    You become pillar of fire visible for miles. Those who mean harm to the innocent feel their intentions exposed, naked, seen by something vast. The wicked cannot meet your eyes without weeping or rage. Undead within your light lose 2 Vitality per round and cannot regenerate.

You cast no shadow at all while burning with divine light. Your eyes glow white-hot for hours after, and you see too much, too clearly. Those you have illuminated never forget your face. Some are grateful. Others want you dead. All are changed.

Consecrate This Ground

Prayer, Tiers 1-5

Range: 5 feetDuration: 1 hourSuccesses set the tier, and the roll cannot be modified

You speak the words and the earth responds. 60 feet around you becomes holy ground. Corruption cannot stand here. Evil finds no purchase.

  1. T1

    The corrupt stumble and fall on holy earth. Their feet catch on nothing. They move as if walking through water. You know when they enter your circle. Those standing here cannot be made afraid. Radius 30 feet.

  2. T2

    Your circle expands to 60 feet. The wicked cannot enter at all unless they break their will to do it. Water touching holy ground becomes pure. The dying here stabilize, their blood stops flowing.

  3. T3

    The circle moves as you walk. Minor wounds close for those within. Small birds land on your shoulders. The earth itself is glad. Dead grass greens in moments.

  4. T4

    Flowers burst from stone. Water springs from dust. The circle expands to 100 feet. Those who enter bearing evil intent feel their resolve crumble like sand. Weapons grow heavy. Cruel thoughts slip away like dreams.

  5. T5

    The circle remains holy for seven days after you depart. The corrupt cannot teleport or slip between worlds here. They remember who they were before corruption. Some weep. Some pray. Some flee. This is real earth, solid and true. No illusion or deception can exist within.

Where you consecrate, stones rise up marking the boundary. Animals rest within the circle without fear. Plants grow wild and strong. The earth smells like rain on stone, like cedar, like home.

The Voice That Commands

Prayer, Tiers 1-5

Range: 30 feetDuration: FaithSuccesses set the tier, and the roll cannot be modified

You speak and the word is power. Your voice carries harmonics that should not exist in mortal throats. The air itself listens.

  1. T1

    Command one target with a word of power: "KNEEL." "FLEE." "STOP." "DROP." The weak-willed obey without thought (Tier 1 Heart save to resist). Your voice comes from all directions at once. Echoes linger.

  2. T2

    Three may hear your command (Tier 2 Heart save). Speak short phrases of absolute authority: "SPEAK THE TRUTH." "LAY DOWN YOUR ARMS." Even those who resist feel the words like hooks in their hearts.

  3. T3

    Those who obey remember it as their own choice, their own conscience speaking. Commands can be two-part phrases: "REMEMBER YOUR MOTHER'S FACE AND WEEP." The strong must fight against their own muscles to resist (Tier 3 Heart save).

  4. T4

    All within earshot hear the Voice. Commands can be complex, layered, profound (Tier 4 Heart save). Commands last until fulfilled or ten minutes. The righteous find your commands align with their deepest convictions.

  5. T5

    Something speaks through you: it is not entirely your own voice anymore. Those who resist do so at disadvantage, fighting the weight of cosmic order itself (Tier 5 Heart save). The wicked feel them as chains of fire. Commands can affect creatures normally immune to charm effects.

Your voice echoes for minutes after, repeating in whispers. Glass hums. Stone resonates. Those commanded see visions: paths branching, consequences cascading, the shape of what comes if they obey or refuse. Birds fall silent. Dogs whimper. The very shadows lean toward you to listen.

Holy Fire

Prayer, Tiers 1-5

Range: 30 feetDuration: InstantSuccesses set the tier, and the roll cannot be modified

Cold white fire descends. It burns like judgment itself, revealing all.

  1. T1

    Flame strikes one target for your casting stat die in searing pain. The innocent feel only warmth. The guilty burn. This fire seeks corruption and ignores innocence. It does not spread to tapestries or timber. Only what needs burning burns.

  2. T2

    The flame deals 1 Vitality to the corrupt. It finds hidden rot, curses embedded in flesh, possession. When corruption is found, fire reveals it: infected wounds glow gold, possessed eyes burn white. The innocent are untouched entirely.

  3. T3

    The flame hunts corruption like hounds after blood (2 Vitality). It scours out disease, poison lurking in the body, minor curses (the affliction burns away with the damage). The ashes smell sweet. Those struck feel judgment enter their bones.

  4. T4

    A pillar of white fire fills 30 feet (1 Vitality to the corrupt). Everything pure is warmed like sitting by a hearth. The ground becomes consecrated for one day. Evil struggles to take root here. The flame shows what must be purified.

  5. T5

    The pillar expands to 60 feet, reaching from earth to sky (2 Vitality). The unholy of your prophet level or lower are unmade entirely. They do not scream. They simply cease, and where they stood flowers grow the next morning. The ground remains consecrated for months.

Those judged by holy fire never forget. Some convert that very hour. Others curse your name until they die. The flames leave no marks on flesh but those who have burned remember in their dreams. The pillar is visible for miles. Some call it miracle. Others call it atrocity. You call it necessary.

The Shield of the Faithful

Prayer, Tiers 1-5

Range: TouchDuration: Until broken or dawnSuccesses set the tier, and the roll cannot be modified

You trace the sign on their forehead with ash or oil. An invisible barrier springs up, and they are under protection. The air shimmers faintly when struck.

  1. T1

    The shield absorbs 10 points of harm before shattering. When struck, it chimes like a bell and flashes with brief light. The protected feel courage surge. Commit cruelty while shielded and it breaks immediately.

  2. T2

    The shield absorbs 20 points. The shielded cannot be moved against their will. Their feet might as well be rooted. The shield turns blades slightly. Attackers feel resistance.

  3. T3

    The shield absorbs 30 points. Attacks from those with murder in their hearts have disadvantage. When it breaks, it releases a burst of light that blinds the attacker for one round.

  4. T4

    The shield absorbs 40 points and visibly glows when struck. The protected cannot be cowed by threats, swayed by words, or broken by sorcery. The shield sometimes manifests as wings or a giant's hand.

  5. T5

    The shield negates the next 4 hits against the protected. The first time the protected would die, they stay up with 1 Vitality instead and the shield explodes outward in blazing light: enemies within 15 feet lose all Vigor.

Those under protection sleep without nightmares. They feel watched, guarded, held. Those who attack them sometimes see faces in the light, eyes in the shine, judgment in the air itself. Some attackers convert. Others redouble their hate.

Send Forth the Guardian

Prayer, Tiers 1-5

Range: 5 feetDuration: 1 hourSuccesses set the tier, and the roll cannot be modified

You call and it answers: A servant of the divine manifests according to need. Light tears open and through it comes judgment wearing flesh.

  1. T1

    A lesser spirit appears, small and bright (1 Vitality, AC 12). It understands you and obeys simple commands. Radiates faint light 5 feet. Cannot speak but gestures and nods. The wicked feel uncomfortable near it.

  2. T2

    A spirit-servant manifests (1 Vitality, AC 13). It speaks in whispers and can carry messages to other faithful within a mile. Light pours from it 15 feet. It knows when those near you mean harm and warns.

  3. T3

    A warrior-spirit appears with purpose in its eyes (2 Vitality, AC 14). It speaks in tongues of fire and offers counsel. Light pours from it 30 feet, suppressing magical darkness. It will not commit cruelty even if commanded.

  4. T4

    A champion of the divine descends with wings and blade (3 Vitality, AC 15). Can invoke one of your Prayers at Tier 2 effect. Flies 30 feet. Its presence grants all allies within 30 feet protection against fear.

  5. T5

    An angel of judgment manifests (4 Vitality, AC 16). Wise in the ways of justice. Can invoke one of your Prayers at Tier 4 effect. Flies 60 feet. Mundane weapons pass through it harmlessly. The corrupt have disadvantage on all actions near it. When it departs, all who fought beside it succeed on their next moment of testing.

They arrive with trumpet sound or thunder crack or sudden overwhelming smell of cedar. They know your name and why you called. Some leave gifts when they go: a feather that glows in darkness, a scale that turns away one blade, a word that steadies the heart.

The Laying on of Hands

Prayer, Tiers 1-5

Range: TouchDuration: InstantSuccesses set the tier, and the roll cannot be modified

Your hand glows with warmth and where you touch, vitality flows. Divine healing made manifest.

  1. T1

    restore 1 Vigor. If target is poisoned, they gain advantage on their next save against the poison. Your hand glows faintly and warmth spreads through their body.

  2. T2

    restore 1 Vigor. If target is poisoned, the poison is slowed (they lose 1 fewer Vitality (minimum 0) from it for the next hour). Can touch multiple willing targets (up to 3) and split the healing among them.

  3. T3

    remove 1 wound. Poison is slowed and target gains advantage on saves against it. Can heal up to your prophet level in targets simultaneously. Minor wounds close.

  4. T4

    remove 1 wound. Poison is purged entirely from the body. Color returns to their face. Can touch area (up to 15 feet) and purify water, neutralize simple poisons in food.

  5. T5

    remove 1 wound. All poisons, diseases, and minor curses are purged from the body. Can purify an area up to 30 feet. The healed gain advantage on all saves for the next hour as divine warmth lingers in their bones.

The moment of healing: warmth like sunlight spreads from your touch. The afflicted gasp as pain recedes. Some weep with relief. They never forget your face.

Pronounce Judgment

Prayer, Tiers 1-5

Range: 30 feetDuration: InstantSuccesses set the tier, and the roll cannot be modified

You speak their name and the word of judgment, and the divine takes notice. The very air becomes heavy. All present know: this is a moment that matters.

  1. T1

    The judged sees themselves through eyes that see all. They must make a Tier 1 Sense save or stand motionless for one round, overwhelmed by the weight of truth. The righteous feel vindicated. The wicked feel condemned.

  2. T2

    Judgment manifests visibly. The guilty (those who have shed innocent blood) lose 1 Vitality (Tier 2 Sense save for 1 fewer wound (minimum 0)) and are marked for one hour, visible to all faithful. The innocent feel warmth and comfort.

  3. T3

    The guilty lose 2 Vitality (Tier 3 Sense save for 1 fewer wound (minimum 0)) and are marked for a day. The innocent are blessed: healed for 2d6. Those in between must save or confess one hidden sin. The words spill out unbidden.

  4. T4

    The greatly wicked lose 2 Vitality (Tier 4 Sense save for 1 fewer wound (minimum 0)) and collapse to the earth. The innocent are visibly transformed: aura of light for a day, fully healed. Those in moral twilight are forced to see their life from outside.

  5. T5

    You speak with the Voice itself. The wicked lose 2 Vitality (Tier 5 Sense save for 1 fewer wound (minimum 0)). If they have fewer than your prophet level × 5 in Vitality, their hearts may simply stop. The innocent gain protection by providence. The first attack against them each day automatically misses.

Everyone present knows judgment occurred. Some convert on the spot. Others plot murder. None forget. The place gains reputation. "Where the prophet judged."

Rebuke the Servants of Darkness

Prayer, Tiers 1-5

Range: 30 feetDuration: 1 minuteSuccesses set the tier, and the roll cannot be modified

Your holy symbol blazes like a brand torn from the forge. You speak the word of rebuke and corruption itself recoils.

  1. T1

    All unholy beings within 30 feet (the walking dead, possessing spirits, things that crawled up from below) must make a Tier 1 Heart save or flee for one round. They do not choose direction. They simply run.

  2. T2

    Unholy creatures within 30 feet must make a Tier 2 Heart save. Those who fail flee and cannot return to your sight for one minute. Those of a lower Tier than you grovel, covering their heads, dropping whatever they held.

  3. T3

    Unholy creatures within 60 feet must make a Tier 3 Heart save. Those of a lower Tier than you are destroyed. They crumble to ash. Others must flee for one hour. The area resonates with holy power for ten minutes.

  4. T4

    Your rebuke ripples outward 60 feet (Tier 4 Heart save). Those of your Tier or lower are destroyed utterly. Stronger beings are cast back and cannot approach you for one day. The ground where they stood cracks, then heals cleaner than before.

  5. T5

    All corruption within 100 feet must save at disadvantage (Tier 5 Heart save) or be unmade. Stronger beings are cast back to their origin plane for one week. Those who witness report hearing voices: multitudes speaking in unison, words in language never spoken but understood: "NO."

When you rebuke, glass trembles. Stone groans. The faithless hear only thunder. The devoted hear words of power. The unholy hear their true names spoken with authority that binds. Your voice carries miles. Some say the earth itself speaks through you.

Ward the Innocent

Prayer, Tiers 1-5

Range: TouchDuration: 8 hoursSuccesses set the tier, and the roll cannot be modified

You trace the sign with water or oil or ash. The protected bears invisible mark. They are under watch now.

  1. T1

    They sense danger before it strikes. Hair rises. Gut clenches. They cannot be surprised. The warded dreams true when danger approaches.

  2. T2

    Those approaching with intent to harm feel resolve weaken (Tier 2 Heart save to attack). Perhaps there is another way. Perhaps they were wrong. The protected can sense the direction of nearest threat.

  3. T3

    Treachery finds no purchase. Assassins fumble at crucial moments. Poisoners spill. The first hidden attack automatically misses. Those meaning harm must make a Tier 3 Heart save to even approach striking distance.

  4. T4

    All attacks against them suffer disadvantage. Those attempting harm must make a Tier 4 Heart save each round or find themselves unable to act. Conscience intrudes. Hands shake. The protection appears as subtle shimmer.

  5. T5

    Divine protection made manifest. The first time the warded would die, they stabilize with 1 Vitality instead. The attacker sees a vision of what comes next. This vision often causes conversion, flight, or madness. Shadows do not touch the warded quite right.

The warded sleep without nightmares. Their presence calms beasts and children. Would-be killers often make different choices. "I raised the blade and I could not. Something stopped me. I wept instead."

Wrath Made Flesh

Prayer, Tiers 1-5

Range: SelfDuration: 1 minuteSuccesses set the tier, and the roll cannot be modified

Righteous fury fills your frame. Cosmic justice given form. Your eyes blaze white. Your voice booms with harmonics. Lightning crackles at your fingertips.

  1. T1

    The corrupt must make a Tier 1 Heart save to approach you willingly. Your attacks deal extra harm equal to your casting stat die. You cannot be made afraid. Your shadow seems larger than shadow should be.

  2. T2

    Gain vigor equal to your prophet level (lost when wrath ends). Your strikes count as magical. Those you hit must make a Tier 2 Body save or be thrown back 5 feet. When you speak, the guilty flinch.

  3. T3

    You move with terrible purpose. Gain Vitality equal to twice your prophet level. The corrupt have disadvantage resisting your Prayers (Tier 3 saves). Light bends wrong around you. Your eyes shine like coals.

  4. T4

    Those you hit must make a Tier 4 Body save or be thrown back 10 feet. Harm barely touches you (lose 1 fewer Vitality (minimum 0) from all sources). Those witnessing must make a Tier 4 Heart save or respond according to their nature: the righteous feel inspired, the wicked flee.

  5. T5

    You become avatar of divine wrath. Your strikes against the corrupt automatically hit. When you strike, thunder. When you speak, glass resonates. The ground trembles with your steps. Defeat someone in this state and they remember you forever in nightmares or prayers.

While wrathful you are no longer quite human. Your shadow blazes with white fire. Your footprints glow briefly before fading. Animals either flee or kneel. When it ends you feel hollow. You have been used as channel for something vast and returning to yourself feels like returning to a cage.

Grant Them Rest

Prayer, Tiers 1-5

Range: TouchDuration: SpecialSuccesses set the tier, and the roll cannot be modified

You grant peace. Release from suffering. Your touch is cool like water, gentle like sunset. This is mercy.

  1. T1

    Touch a dying creature to stabilize them AND restore 1 Vigor. Pain vanishes. They feel only peace. Remove all fear and despair from their hearts. Or perform last rites over the dead so they cannot rise as abominations; the dead look peaceful no matter how violent their death. One undead within touch range must make a Heart save or be turned (flees from you for 1 minute).

  2. T2

    Revive the dying with 1 Vitality. They wake calm, with advantage on all saves against fear for 1 hour. Or lay multiple dead to rest (up to 3). Spirits depart with grateful sighs. Or turn undead in a 15-foot radius (Heart save or flee). Undead who fail by 5+ are destroyed outright if they are of a lower Tier than you.

  3. T3

    Revive the dying with 1 Vitality and one condition is removed (paralysis, blindness, poison). Or lay up to your prophet level in dead to rest. Haunted places become still. Or offer peace to one walking corpse (Heart save). They simply stop, remember who they were, and fade like morning mist. Destroyed undead leave behind a faint blessing: the ground becomes difficult for evil creatures for 1 hour.

  4. T4

    restore one who died within the last minute to 1 Vigor. One curse is lifted. They see brief vision of what lies beyond: answers to one question about death or the afterlife. Or offer redemption to unholy beings that were once mortal (Heart save). They remember their names and fade peacefully. Or destroy all undead within 30 feet of a lower Tier than you (no save).

  5. T5

    Restore one who died within the last minute to half their Vitality. They return with a sense of calm purpose and immunity to fear for one week. Or offer redemption to all undead within sight (Heart save). They speak final words then fade. The ground where they stood becomes permanently consecrated. Or instantly destroy any single undead creature regardless of power (Heart save negates for creatures of legendary power). All who witness weep. It is the saddest and most beautiful thing they have ever seen.

Those granted peace smile even in death. Tension leaves their faces. Their last expression is gratitude. You sometimes hear whispered thanks on the wind or feel warm hand on your shoulder when alone. Places where you have granted peace become still. Violence is harder to commit here. The earth remembers mercy.

Prophet Litanies

Tier

Tier 1 Litanies (20 - Available from start)

Sanctify Ground

Litany, Tier 1

Interval: 1 hourMiracles needed: 3

You walk the boundaries of a place while praying, marking corners with ash or oil. The earth listens. Each hour, roll the litany die.

After miracles: The ground within (up to one acre) becomes holy. The walking dead cannot rise here. Their bodies turn to dust if buried in this earth. Evil creatures feel uncomfortable standing here. Those who rest on sanctified ground sleep without nightmares and wake refreshed. Water that touches this earth becomes pure within the hour. Effect lasts one year unless renewed. The earth remembers and resists desecration.

Sanctified ground has weight to it. The air feels cleaner. Plants grow straighter. Animals rest here peacefully. Some places stay holy for generations.

Cure the Afflicted

Litany, Tier 1

Interval: 10 minutesMiracles needed: 2

You pray over someone suffering disease or poison. Your hands hover above them, growing hot. They sweat and tremble. Each ten minutes, roll the litany die.

After miracles: The affliction is burned away. Fever breaks like a storm passing. Color returns to their face. They gasp and sit up, weak but whole. Natural diseases and poisons are cured completely. Magical afflictions require longer (4 successes instead). Those cured remember the heat of your hands, the weight of your prayer, the moment relief came like cool water.

Some wake weeping with gratitude. Others with terror at what they saw while fevered. All remember your face.

Find the Lost

Litany, Tier 1

Interval: 1 hourMiracles needed: 3

You pray for guidance to locate the missing. Must have something connected to them: their name, an object they touched, description from someone who knew them. Each hour of prayer, roll the litany die.

After miracles: Vision comes like dream. You see where they are, landmarks you can recognize, their condition. If alive, you know if they are in danger or at peace. If dead, you know where the body lies and how they died. The vision is true. Distance does not matter but sealed places (deep caves, other planes) cloud the sight.

The vision comes suddenly. Your eyes see elsewhere while your body remains. Others cannot wake you until it finishes.

Purify Water

Litany, Tier 1

Interval: 10 minutesMiracles needed: 1

You kneel beside poisoned water and pray. Your hands glow faintly as you touch the surface. Each ten minutes, roll the litany die.

After miracle: The water source becomes pure permanently. Poison neutralizes. Disease dies. Corruption sinks like sediment and becomes harmless mud. Small sources (wells, fountains) are cleansed entirely. Rivers require multiple miracles at different points. The purified water stays pure even if more poison enters later, cleansing itself within the hour.

Purified water tastes sweet and cold no matter the season. Containers filled here keep water fresh for a month.

Mend the Broken

Litany, Tier 1

Interval: 1 hourMiracles needed: 2

You gather the pieces of what was broken and pray over them. They must be mundane (not enchanted). Each hour, roll the litany die.

After miracles: The object reforms perfectly as if never broken. Shattered swords become whole. Torn books mend themselves, words reappearing. Burnt paintings restore, colors bright. The repair is flawless. No seams. No weak points. Some say the restored object is stronger than before. Enchanted items require 4 successes and may lose their power permanently.

During the miracle, pieces float and drift together. When complete, a soft sound like a sigh.

Speak with Dead

Litany, Tier 1

Interval: 10 minutesMiracles needed: 1

You call upon a corpse to answer questions. The body needs a mouth. Cannot have been dead longer than one week per your prophet level. Each ten minutes, roll the litany die.

After miracle: The spirit returns briefly and answers three questions. Must answer truthfully but can be cryptic if it wishes. Knows only what it knew in life. Hostile spirits give hostile answers. Friendly spirits may offer more than asked. After three questions, it departs. Same corpse can be questioned only once per month. Some spirits thank you for the chance to speak. Others curse you for disturbing their rest.

The corpse's eyes open and glow faintly. Voice is hollow, echoing. It speaks whatever language it knew in life.

Bless Harvest

Litany, Tier 1

Interval: 1 dayMiracles needed: 3

You walk planted fields at dawn for three days, praying over the crops. Each dawn, roll the litany die.

After miracles: The blessed fields bear fifty percent more this season. Crops grow healthier, resist blight and pests. The prayer lasts only this growing season. Farmers who receive this prayer often give a tithe to your cause. Can bless up to one acre per prophet level. Blessed crops have a golden sheen at sunrise.

Those who eat from blessed fields feel satisfied with less. The bread tastes better. Seeds from blessed crops grow true and strong.

Divine Counsel

Litany, Tier 1

Interval: 1 hourMiracles needed: 2

You seek your deity's guidance on a specific question or dilemma. Must be significant (matters of life, death, justice, or faith). Each hour of deep prayer and fasting, roll the litany die.

After miracles: Answer comes through vision, sudden certainty, or voice like thunder in your mind. Your deity shows the right path according to divine law. Not a guarantee of success, only of rightness. You may see consequences branching from different choices. The answer is always clear even when unwelcome. Cannot be used for trivial matters. Those who ignore divine counsel find it haunts them.

The vision sometimes includes symbols you must interpret. Your holy symbol grows warm after, holding heat for hours.

Ward a Dwelling

Litany, Tier 1

Interval: 1 hourMiracles needed: 2

You walk the perimeter of a building while praying. Mark the threshold with oil. Each hour, roll the litany die.

After miracles: The structure gains protection for one year. Unholy beings must overcome great resistance to enter. Their feet refuse to cross the threshold. Would-be thieves and murderers feel watched, uncomfortable. Their resolve weakens. Accidents become less likely here. Those who sleep within rest peacefully. Windows don't rattle. Doors stay firm. The warded dwelling feels like sanctuary.

A faint shimmer crosses doorways when evil tries to enter. The faithful feel welcomed. The wicked feel judged.

Restore Hope

Litany, Tier 1

Interval: 10 minutesMiracles needed: 1

You sit with someone in despair and speak truth to them. Not comfort. Truth. Each ten minutes, roll the litany die.

After miracle: Supernatural despair (curses, magical sorrow, possession by spirits of grief) is lifted. Natural grief remains but becomes bearable rather than crushing. They see path forward they could not see before. They remember your words in dark times. Gain advantage on saves against fear and despair for one week. Some converts come from this miracle more than any other.

Your presence brings warmth. Tears flow freely but lead to acceptance. The weight lifts visibly from their shoulders.

Bless the Journey

Litany, Tier 1

Interval: 10 minutesMiracles needed: 1

Before travelers depart, you pray over them and trace signs on their foreheads. Can bless up to your prophet level times two. Each ten minutes, roll the litany die.

After miracle: The blessed suffer no minor accidents on their journey. No twisted ankles. No lost supplies. No spoiled food. Weather inconveniences them less. Predators avoid them unless starving. The prayer lasts until they reach destination or one week. Does not protect against bandits or deliberate danger, only misfortune. Blessed travelers leave faint glowing footprints visible only at dusk.

Most arrive ahead of schedule and in better spirits. The journey feels shorter than it was.

Detect Evil

Litany, Tier 1

Interval: 10 minutesMiracles needed: 1

You prepare yourself through prayer to sense corruption nearby. Must remain still. Each ten minutes, roll the litany die.

After miracle: You sense presence, direction, and rough distance of unholy beings or cursed objects within 120 feet range. Also sense lingering evil from recent atrocities (within past week). Blood spilled in murder smells like copper. Cursed objects throb like wounds. Walking dead feel like cold spots. Cannot identify specifics, only presence and power. Effect lasts one hour.

Your awareness manifests physically. Cold prickling on your skin pointing toward evil. Foul taste in your mouth. Visual distortions.

Shield the Innocent

Litany, Tier 1

Interval: 1 hourMiracles needed: 2

You bless a vulnerable person (child, elderly, sick, simple-minded) with divine protection. Each hour of prayer over them, roll the litany die.

After miracles: They gain invisible ward for one month. Those who intend them harm feel hesitation. Must overcome resistance to act on cruel intent. They cannot be possessed or deceived by spirits. Wild animals do not attack them. Accidents avoid them. If someone murders them despite this protection, the killer is marked visibly (to the faithful) for one year. The mark burns.

Protected people's shadows are slightly brighter. They sleep without nightmares. Children laugh more freely.

Consecrate Weapon

Litany, Tier 1

Interval: 1 hourMiracles needed: 2

You bless a weapon through prayer and ritual washing. The weapon must be intended for righteous purpose. Each hour, roll the litany die.

After miracles: Weapon becomes holy for one month. Counts as magical. Deals extra 1d4 to unholy beings. If used for murder or cruelty, prayer ends immediately and cannot be reapplied to that weapon. Owner senses when unholy beings are near (hair stands up, weapon grows warm). The weapon remembers its purpose.

Holy weapons glow faintly near corruption. Some bear permanent subtle changes after prayer fades: faint script, symbols in the metal.

Prophetic Dream

Litany, Tier 1

Interval: Full nightMiracles needed: 1

Before sleeping, you pray for vision about a specific question or future event. Each night spent in prayer, roll the litany die when you wake.

After miracle: Your deity sends prophetic dream. Always symbolic, rarely literal. Shows possible futures, hidden dangers, or divine will. You wake with perfect memory of the dream but interpretation requires wisdom. Cannot predict free will choices precisely. Can only seek one dream per week. Some prophetic dreams haunt you for years.

Dream-visions are more vivid than normal dreams. Colors too bright. Sounds too clear. You wake certain of their importance.

Preserve the Dead

Litany, Tier 1

Interval: 1 hourMiracles needed: 1

You perform rites over a corpse to protect it from decay. Each hour of prayer, roll the litany die.

After miracle: Body is perfectly preserved for one year as if freshly dead. Does not prevent forced undeath through necromancy, only natural decay. Allows proper burial preparation and long transport. Bodies preserved this way resist desecration. Scavengers avoid them. Rot does not come even in heat.

Preserved bodies appear peaceful, almost sleeping. Remain cool to touch. Do not smell. Some say the soul lingers near, grateful.

Break Minor Curse

Litany, Tier 1

Interval: 1 hourMiracles needed: 2

You attempt to break a lesser curse through prayer and ritual cleansing. The cursed person or object must be present. Each hour, roll the litany die.

After miracles: Minor curses shatter like glass. Bad luck, compulsions, small haunting, cursed items of no great power. The curse breaks with audible sound: chains snapping, glass breaking, or a released sigh. Cannot break ancient curses, powerful hexes, or artifact curses. If you abandon the attempt before succeeding, the curse deepens (disadvantage on related matters for one week).

When curses break, those freed often feel lighter. Some weep. Some laugh. All remember the moment of release.

Calm Weather

Litany, Tier 1

Interval: 1 hourMiracles needed: 2

You pray to calm natural storms or harsh weather in one mile radius around you. Each hour, roll the litany die.

After miracles: Weather calms to gentle conditions for eight hours. Rain stops. Winds die. Temperature moderates. Does not prevent storms from returning naturally afterward. Cannot affect weather sent by divine wrath or powerful sorcery. The area of calm is obvious: clear sky in circle of storm. Those within feel peace.

Birds return. The air smells fresh. Sailors and farmers treasure prophets who can do this.

Locate Sin

Litany, Tier 1

Interval: 10 minutesMiracles needed: 1

You pray for revelation of recent wrongdoing in an area (one building or 60 feet radius). Each ten minutes, roll the litany die.

After miracle: You sense nature and location of serious sins committed here in past week. Murder, betrayal, sacrilege, rape. Do not learn identities unless other clues present. You feel what occurred and where. Minor sins (lies, petty theft) do not register unless your deity particularly opposes them. Effect lasts until you leave the area. Some prophets go mad from this gift.

Your perception manifests as phantom images, cold spots, or blood-like stains visible only to you. The air tastes like copper.

Seal Wounds

Litany, Tier 1

Interval: 10 minutesMiracles needed: 2

You perform prayer-healing on serious wounds. Target must be stabilized and alive. Each ten minutes, roll the litany die.

After miracles: One serious wound closes miraculously. Deep cuts seal. Broken bones mend. Internal bleeding stops. Target restore 1 Vigor. Does not cure disease or poison, only physical trauma. Leaves no scar. Can be performed multiple times on same person for different wounds. Warriors sometimes refuse this, wanting their scars. They say a man without scars has not lived.

Sealed wounds glow briefly during closing. Flesh feels warm after. Heals clean and perfect.

Tier 2 Litanies (15 - Unlocked at Ultimate 1)

Bring Rain

Litany, Tier 2

Interval: 1 dayMiracles needed: 5

You pray to end drought and bring rain to a region (ten miles radius per prophet level). This is major divine intervention. Each dawn, roll the litany die.

After miracles: Rain comes within hours and continues intermittently for three days. Enough to break drought and save crops. Rivers refill. Wells recharge. The rain is natural afterward. Cannot force rain in cursed lands without additional miracles. The region remembers you as rainbringer. Some call you blessed. Others call you witch.

Clouds gather unnaturally fast. First rain smells sweet. Plants begin recovering immediately. Children dance in it.

Lay the Battlefield to Rest

Litany, Tier 2

Interval: 1 dayMiracles needed: 7

You consecrate a site of great battle or massacre. Must walk the entire field each day in prayer. Each dawn, roll the litany die.

After miracles: All walking dead on the field are laid to rest. They feel release and crumble peacefully. Lingering spirits find peace. Haunting ends. The ground is consecrated. The dead cannot rise here for one hundred years. Grass grows green again within the month. Scavengers leave the remaining bodies in peace. Site becomes memorial.

Spirits depart visibly at the final success: lights rising to sky. The air feels lighter. Survivors report dreams of peace.

Cure Plague

Litany, Tier 2

Interval: 1 hourMiracles needed: Variable

You combat epidemic through miraculous healing. Must treat patients personally. Each hour spent ministering, roll the litany die.

After each miracle: One patient is cured completely. When you have cured ten percent of the afflicted, the plague breaks. Others recover naturally over the following week. Requires exhausting work. You can do nothing else during this time. Your hands crack and bleed. You do not sleep. Communities remember you as savior. Temples are built in your name.

Cured patients recover dramatically. Fever breaks. Color returns. They sit up healed. Word spreads fast.

Raise the Recently Dead

Litany, Tier 2

Interval: 1 hourMiracles needed: 3

You attempt to call back the recently dead (died within 24 hours). Must have most of the body. Each hour of intense prayer, roll the litany die.

After miracles: Dead return to life with 1 Vitality. They remember their death. Brief deaths (minutes) have little effect. Longer deaths leave them changed: cold, haunted, sometimes prophetic. Cannot revive those who died of old age, were destroyed entirely, or whose souls were claimed by powerful entities. Costs you 1 Constitution permanently from the strain. Regained only through rest and pilgrimage to holy site.

The moment of return: gasping breath, eyes opening, a sob. They feel cold for days. Some are grateful. Others resent it.

Break Great Curse

Litany, Tier 2

Interval: 1 dayMiracles needed: 5

You combat serious curses: family curses, cursed bloodlines, powerful hexes, artifact curses of lesser power. Each day of ritual, roll the litany die.

After miracles: Curse breaks permanently. Chains shatter. Cursed items become mundane or beneficial. Cursed bloodlines are cleansed. Generations of suffering end. Cannot break deity-level curses without Tier Litany. Breaking powerful curses sometimes creates backlash: the curse lashes out one final time at whoever broke it (save or suffer the curse's worst effect once).

When great curses break, all affected feel it: weight lifting, sudden warmth, ability to breathe deeply. Some scream. Some weep.

Divine Inquisition

Litany, Tier 2

Interval: 1 hourMiracles needed: 2

You perform sacred trial to determine truth and guilt. Accused must be present (bound if unwilling). Each hour of questioning, roll the litany die.

After miracles: You know with certainty whether accused committed the crime in question. Your deity reveals truth directly. Does not show details, only guilty or innocent. Cannot be deceived by mortal magic. Powerful immortals (demon lords, lesser deities) can obscure truth. Those judged innocent are blessed (advantage on next save). Guilty feel divine gaze and often confess before completion.

During inquisition, your holy symbol glows. The guilty sweat. The innocent stand firm. All present know judgment occurred.

Consecrate Temple

Litany, Tier 2

Interval: 1 weekMiracles needed: 4

You sanctify a building to be true temple to your deity. Each dawn, roll the litany die.

After miracles: Building becomes proper temple. Faithful who pray here gain advantage on saves against fear for 24 hours. Unholy beings cannot enter without overcoming resistance. Your deity can manifest signs here more easily. Prayers offered inside are heard more clearly. Temple remains consecrated as long as maintained and used for worship. Desecration ends effect until reconsecrated.

Consecrated temples feel peaceful. Light seems warmer. Even unbelievers feel presence of something greater. Candles burn brighter here.

Mass Healing

Litany, Tier 2

Interval: 10 minutesMiracles needed: 1

You channel divine healing to multiple wounded (up to your prophet level times two). Must be within 30 feet. Each ten minutes, roll the litany die.

After miracle: All affected remove 1 wound. Minor wounds close. Persistent pain eases. Can be performed multiple times but you must rest one hour between. After three times in one day, must complete rest. Your hands shake after. Your breath comes hard.

Healed patients glow softly during the miracle. They feel warmth spreading through injuries. Scars fade or remain at your discretion.

Summon Divine Servant

Litany, Tier 2

Interval: 1 hourMiracles needed: 2

You call upon a divine servant (angel, holy spirit, celestial beast) to aid you. Each hour of prayer, roll the litany die.

After miracles: Servant appears and serves faithfully for one day. Offers advice, guards location, delivers message, or fights alongside you. Statistics appropriate to your prophet level. Knows your deity's will and acts accordingly. Will not perform cruelty. Departs at sunset or when task complete. Can only maintain one servant at a time.

Servants arrive in pillar of light. Their presence calms animals. They speak with divine authority. Some leave gifts when departing.

Restore Sight

Litany, Tier 2

Interval: 1 hourMiracles needed: 3

You heal blindness through divine miracle. Cause does not matter: injury, disease, birth, curse. Each hour, roll the litany die.

After miracles: Sight fully restored. Those blind from birth must learn to see over days. Cursed blindness requires breaking curse first. Magical blindness from powerful sources may resist (need 5 successes instead). Restored eyes often have unusual appearance: golden flecks, unusual clarity, or faint glow in darkness.

The moment sight returns is overwhelming. Most weep. They see you first, haloed in light from windows.

Banish Demon

Litany, Tier 2

Interval: 1 hourMiracles needed: 4

You perform exorcism on possessed victim or banish manifested demon. Each hour of ritual combat, roll the litany die.

After miracles: Possession ends or demon is banished to its prison for one hundred years. Victim is freed but weakened (loses half current Vitality, recovers with rest). Powerful demons may resist (need 7 successes). Failed attempts anger the demon. It may attack. Banished demons remember you with eternal hatred.

Exorcism is violent. Victim thrashes, speaks in tongues, exhibits impossible strength. Success: demon screams and tears free as black smoke.

Trial by Fire

Litany, Tier 2

Interval: 10 minutesMiracles needed: 1

You invoke ancient trial where accused places hand in holy flame. Your deity judges their guilt. Roll litany die when trial begins.

After miracle: Flame appears on altar or in brazier. Accused must place hand in it. If guilty, flame burns (2d8 fire, permanent scarring). If innocent, flame is cool and pleasant. All witnesses know divine judgment occurred. Accused can refuse (marks them as likely guilty in law). The unholy always burn regardless of specific guilt. The trial is considered absolute by faithful communities.

Holy flame is unnaturally bright. Does not spread. Guilty parties' burns never fully heal. The scars mark them.

Restore the Maimed

Litany, Tier 2

Interval: 1 dayMiracles needed: 5

You pray for restoration of lost limbs or organs. Each day of intensive ritual, roll the litany die.

After miracles: Lost body part regrows over following week. Process is painful. Limb functions perfectly when complete. Cannot restore parts lost to specific curses without breaking curse first. Cannot restore parts willingly sacrificed in evil rituals. Restored body parts sometimes bear divine marks: unusual coloring, faint glow, or holy symbols in skin.

Regrowth itches intensely. Restored limb emerges pale and perfect, gaining normal color over days. Some call it miracle. Others call it unnatural.

Create Sanctuary

Litany, Tier 2

Interval: 1 hourMiracles needed: 3

You create powerful sanctuary in a location (one building or 60 feet radius). Each hour of ritual prayer, roll the litany die.

After miracles: Area becomes true sanctuary for one month. Violence within is nearly impossible. Attackers must overcome resistance every round or find themselves unable to act. Does not prevent self-defense. Those within feel profound peace. Unholy beings cannot enter at all. Perfect for negotiations, recovery, refuge. If someone is murdered within, sanctuary shatters immediately.

Sanctuary glows faintly at twilight. Air feels still. Angry thoughts become difficult to maintain. Birds nest here.

Call the Faithful

Litany, Tier 2

Interval: 1 dayMiracles needed: 3

You send divine summons to all faithful of your deity within 100 miles. Each day of prayer broadcasting the call, roll the litany die.

After miracles: Message appears to faithful as dream, vision, or undeniable certainty. They know where you are and that you need aid. Most faithful feel compelled to answer if possible. Expect 1d10 times your prophet level faithful to arrive over next week. Power depends on faith's prevalence in region. Can only use once per year.

Called faithful report the same dream: your face in light, calling them to gather. Some walk hundreds of miles to answer.

Tier 3 Litanies (5 - Unlocked at Ultimate 2)

Raise the Long Dead

Litany, Tier 3

Interval: 1 weekMiracles needed: 7

You attempt to call back someone dead for months or years. Must have body or significant remains. Each dawn, roll the litany die.

After miracles: Dead return to life, fully healed. Remember everything including death and what came after. Long deaths change people profoundly. They may have divine insights, prophetic gifts, or deep trauma. Cannot raise those who were greatly evil (they fled to deserved fate) or whose souls were claimed by demons. Costs you 1d3 Constitution permanently. Can only attempt once per year per person. Some things should stay dead.

Resurrection after long death: body heals before eyes. Flesh regenerates. First breath is gasping, desperate. They always weep.

End Famine

Litany, Tier 3

Interval: 1 weekMiracles needed: 4

You channel divine abundance to end regional famine (50-mile radius). Each dawn, roll the litany die.

After miracles: Divine intervention provides food. Empty granaries are suddenly full (unexplainable). Hunting becomes supernaturally successful. Fish fill nets. Fruit trees bear out of season. Effect lasts one month, breaking famine cycle. Saved region builds temple in gratitude. Your name becomes legend. Can only be performed once per region per lifetime. The divine does not waste miracles.

Miraculous food appears overnight. Empty stores hold grain. People wake to smell of bread from nowhere. None question. All eat.

Banish Demon Lord

Litany, Tier 3

Interval: 1 weekMiracles needed: 10

You attempt to banish powerful demon lord or devil prince from material plane. Each dawn of ritual combat, roll the litany die.

After miracles: Entity is cast to its prison for 100 years minimum. Cannot return unless summoned by great ritual. Leaves physical destruction: cracked buildings, scorch marks, tears in reality that take years to heal. All its servants are destroyed or flee. Region is free. Your faith experiences renaissance. Saved people convert in droves. The demon lord remembers across centuries and plots revenge.

Banishment is apocalyptic. Reality screams. Demon bellows. Sky tears open. When gone: profound silence. Then celebration and weeping.

Restore Ruin

Litany, Tier 3

Interval: 1 weekMiracles needed: 4

You pray for restoration of destroyed temple or holy site. Each dawn, roll the litany die.

After miracles: Ruined structure rebuilds itself over following month. Stones float back into place. Murals repaint themselves. Holy artifacts lost are found or regenerated. Building emerges exactly as it was in glory days but better: infused with obvious divine presence. Becomes pilgrimage site. Your faith grows in prestige. Can only restore structures once consecrated to your deity.

Restoration is gradual. Each day, more complete. Faithful watch in awe. Some claim to see angels helping in the night.

Divine Judgment

Litany, Tier 3

Interval: 1 dayMiracles needed: 1

You call upon your deity to judge grievous evil: tyrant, mass murderer, corrupt high priest who escaped justice. One day of prayer calling divine attention. Roll litany die at sunset.

After miracle: Your deity delivers judgment directly. Form varies: lightning strike, sudden fatal illness, prophetic doom fulfilled, public exposure leading to overthrow, or divine champion arrives to execute sentence. Justice is absolute and proportional. Cannot be used for petty matters. The divine ignores prayers unless crime is truly heinous. Use sparingly. Direct intervention has cosmic cost. Can invoke once per year.

Divine judgment is unmistakable. All witnesses know it was no accident. Some convert from sheer terror. Others curse your name forever.

No litany matches those filters.