Advanced Moves
When you gain a level from 2–5, choose from these moves.
Chosen One
Choose one spell. You are granted that spell as if it was one level lower.
Invigorate
When you heal someone they take +2 forward to their damage.
The Scales of Life and Death
When someone takes their last breath in your presence, they take +1 to the roll.
Serenity
When you cast a spell you ignore the first -1 penalty from ongoing spells.
First Aid
Cure Light Wounds is a rote for you, and therefore doesn’t count against your limit of granted spells.
Divine Intervention
When you commune you get 1 hold and lose any hold you already had. Spend that hold when you or an ally takes damage to call on your deity, they intervene with an appropriate manifestation (a sudden gust of wind, a lucky slip, a burst of light) and negate the damage.
Penitent
When you take damage and embrace the pain, you may take +1d4 damage (ignoring armor). If you do, take +1 forward to cast a spell.
Empower
When you cast a spell, on a 10+ you have the option of choosing from the 7–9 list. If you do, you may choose one of these effects as well:
- The spell’s effects are doubled
- The spell’s targets are doubled
Orison for Guidance
When you sacrifice something of value to your deity and pray for guidance, your deity tells you what it would have you do. If you do it, mark experience.
Divine Protection
When you wear no armor or shield you get 2 armor.
Devoted Healer
When you heal someone else of damage, add your level to the amount of damage healed.
When you gain a level from 6–10, choose from these moves or the level 2–5 moves.
Anointed
Requires: Chosen One
Choose one spell in addition to the one you picked for chosen one. You are granted that spell as if it was one level lower.
Apotheosis
The first time you spend time in prayer as appropriate to your god after taking this move, choose a feature associated with your deity (rending claws, wings of sapphire feathers, an all-seeing third eye, etc.). When you emerge from prayer, you permanently gain that physical feature.
Reaper
When you take time after a conflict to dedicate your victory to your deity and deal with the dead, take +1 forward.
Providence
Replaces: Serenity
You ignore the -1 penalty from two spells you maintain.
Greater First Aid
Requires: First Aid
Cure Moderate Wounds is a rote for you, and therefore doesn’t count against your limit of granted spells.
Divine Invincibility
Replaces: Divine Intervention
When you commune you gain 2 hold and lose any hold you already had. Spend that hold when you or an ally takes damage to call on your deity, who intervenes with an appropriate manifestation (a sudden gust of wind, a lucky slip, a burst of light) and negates the damage.
Martyr
Replaces: Penitent
When you take damage and embrace the pain, you may take +1d4 damage (ignoring armor). If you do, take +1 forward to cast a spell and add your level to any damage done or healed by the spell.
Divine Armor
Replaces: Divine Protection
When you wear no armor or shield you get 3 armor.
Greater Empower
Replaces: Empower
When you cast a spell, on a 10–11 you have the option of choosing from the 7–9 list. If you do, you may choose one of these effects as well. On a 12+ you get to choose one of these effects for free.
- The spell’s effects are doubled
- The spell’s targets are doubled
Multiclass Dabbler
Get one move from another class. Treat your level as one lower for choosing the move.