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Heal Family

Progression

Tier:1

Tier:2

Tier:3

Tier:4

1

Laying on Hands

Sanctified

Laying on Hands

Holy

Laying on Hands

Fiery Serpent Staff

2

Manna

Sanctified Manna Holy Manna

3

Revive

Sanctified Revive Holy Revive

4

Refreshing Pool

Sanctified
Refreshing Pool

Holy
Refreshing Pool



Laying on Hands

Laying on Hands can be an act of healing or it can commission and empower for action. The Ministering Spirit may give some of their own Current Endurance to Restore the Current Endurance of the Target. The amount Restored is twice the amount given up. Alternatively, Laying on Hands can give the Target 2 additional Action Points during their next Turn. It can do both at once for twice the Allotment.

The Ministering Spirit must be in Melee range of the recipient to use Laying on Hands and cannot use it on themself. Action Points from multiple instances of Laying on Hands can stack, but no elohim can act with more than 12 AP during a single Turn. The Ministering Spirit can become Weary or Defeated from giving Endurance and cannot give more than they currently have. In addition, a Ministering Spirit receiving Endurance from an Affecting Spiritual Effect in the Heal Family or from a version of Surrogate cannot release Endurance for Laying on Hands until the beginning of their 3rd Turn after receiving Endurance.

Sanctified Laying on Hands Restores thrice the Current Endurance given and adds 3 Action Points. Holy Laying on Hands Restores four times the Current Endurance given and adds 4 Action Points.


Class

Allotment

Effect

Laying on

Hands

Affecting

Immediate

Boosting

Fixed

1

either: +2 Action Points to Target

or: Restore Endurance, Resolve, or Passion to Target by giving your own

Restores twice the amount given

both effects: Allotment becomes 2

Sanctified

Laying on

Hands


2

either: +3 Action Points to Target

or: Restore Endurance, Resolve, or Passion to Target by giving your own

Restores three times the amount given

both effects: Allotment becomes 4

Holy

Laying on

Hands


3

either: +4 Action Points to Target

or: Restore Endurance, Resolve, or Passion to Target by giving your own

Restores four times the amount given

both effects: Allotment becomes 6


Manna

Manna manifests 3 clusters of manna (a fine, white, flake-like substance) that form on the ground near the Ministering Spirit. These loaves last for 1 Day and can be eaten by anyone to Restore 40 current Endurance.

See Eating and Drinking for further rules on how to eat Manna. Manna can be used to Restore a Defeated elohim. Only one version of Manna may be used each Day. 

Sanctified Manna manifests 7 clusters. Holy Manna manifests 12 clusters. Only one version of Manna may be used each Day.


Class

Allotment

Effect

Manna

Manifesting

Immediate

Self

Fixed

3

creates 3 Manna clusters

eating Restores 40 Endurance

Manna clusters last 1 Day

Sanctified

Manna


7

creates 7 Manna clusters

eating Restores 40 Endurance

Manna clusters last 1 Day

Holy

Manna


12

creates 12 Manna clusters

eating Restores 40 Endurance

Manna clusters last 1 Day


Revive

Revive allows the Ministering Spirit to give some of their own Current Endurance, Resolve, or Passion to Restore the Current value of at Target in Melee Range, even a Defeated Target. The amount Restored is equal to the amount given up.

The Ministering Spirit can become Weary or Defeated from giving Endurance and cannot give more than they currently have. In addition, a Ministering Spirit receiving Endurance from an Affecting Spiritual Effect in the Heal Family or from a version of Surrogate cannot release Endurance for Revive for 2 Cycles afterward. 

Sanctified Revive Restores twice the Current Endurance given up in Melee Range to a Defeated Target. Holy Revive Restores three times the Current Endurance given up in Melee Range to a Defeated Target.


Class

Allotment

Effect

Revive

Affecting

Immediate

Boosting

Fixed

1

Restore Endurance, Resolve, or Passion to Target

Current value reduced by the amount Restored

can Restore a Defeated Target

Sanctified

Revive


3

Restore Endurance, Resolve, or Passion to Target

Current value reduced by half the amount Restored

can Restore a Defeated Target

Holy

Revive


5

Restore Endurance, Resolve, or Passion to Target

Current value reduced by 1/3 the amount Restored

can Restore a Defeated Target


Refreshing Pool

Refreshing Pool manifests a flattened Pool of life-giving water, shaped like a disk. The Pool is formed within Melee Range of the Ministering Spirit before being sent forth in a straight line as far as 7" before dissipating. When the Pool washes over an elohim and they come through the water, it Restores lost Endurance, Resolve, and Passion, and Removes Exertion and Poison. Each elohim refreshed by the Pool adds 1 additional Exertion to the Ministering Spirit above the 2 Exertion for using the Spiritual Effect.

The Pool affects all elohim it washes over, holy or unholy, so the Ministering Spirit will generally want to dissipate the Pool short of the 7" potential and avoid paths the would Refresh enemies along the path to their intended Target(s). For unholy elohim, it Restores less. By default the Pool is just larger than a Tier:1 elohim, but can be shrunk to about one third that size and will also grow to just larger than any elohim it washes over, even a Tier:4. With this in mind, the Host will determine if the pool can bypass any enemy elohim along the path to the intended Target(s). The Ministering Spirit cannot benefit from their own Pool and cannot create more than one Pool each Turn.

Sanctified Refreshing Pool can have more Fortitude Allotted to it, Restoring greater amounts and removing more Exertion and Poison, but adds 2 additional Exertion for each elohim refreshed. Holy Refreshing Pool can have even more Fortitude Allotted to it, Restoring even greater amounts and removing even more Exertion and Poison, but adds 3 additional Exertion for each elohim refreshed.

image-1727288803660.png
[For
Flesh, there is no Exertion.]


Class

Allotment

Effect

Refreshing
Pool

Manifesting

Immediate

Boosting

Variable

3-7

manifests a pool of lifegiving water the Ministering Spirit can send forth

Restores Endurance, Resolve, and Passion equal to twice the Allotment

Restores equal to the Allotment instead for affected unholy

removes 1 Exertion for every 2 Allotment

removes Poison equal to the Allotment


Sanctified

Refreshing
Pool


7-14

manifests a pool of lifegiving water the Ministering Spirit can send forth

Restores Endurance, Resolve, and Passion equal to twice the Allotment

Restores equal to the Allotment instead for affected unholy

removes 1 Exertion for every 2 Allotment

removes Poison equal to the Allotment

Holy

Refreshing
Pool


12-24

manifests a pool of lifegiving water the Ministering Spirit can send forth

Restores Endurance, Resolve, and Passion equal to twice the Allotment

Restores equal to the Allotment instead for affected unholy

removes 1 Exertion for every 2 Allotment

removes Poison equal to the Allotment

Fiery Serpent Staff

Fiery Serpent Staff manifests a Staff with a fiery serpent on top of it. The Ministering Spirit can use the last two Action Points in any of their Turns to raise the Staff in the air. If doing so, until the Ministering Spirit’s next Turn any ally (not including the Ministering Spirit) who is Poisoned, is Weakened or is Defeated within 12” may immediately look upon the fiery serpent in humility regarding their struggles against evil. Any who do will have all Poison removed, be Restored to Normal Status, and have their current Endurance, Resolve, and Passion immediately Restored to half of their natural maximum (this will not lower any Abilities currently above this level).

While the Staff is raised, the Ministering Spirit gains no Guard from its Standard Effect and cannot be in Defensive Stance. The Ministering Spirit cannot make Strikes while using this Spiritual Effect. If holding an Item other than a Staff, the Item is put away and can be automatically re-equipped when the Spiritual Effect is ended.


Class

Allotment

Effect

Fiery

Serpent Staff

Manifesting

Ongoing

Self

Fixed

14

removes all Poison from Weakened & Defeated holy elohim
Restores Endurance, Resolve, and Passion to at least half, even to Defeated
Ministering Spirit must use 2 Action Points each Turn