Home > Rulebook > Religion & Theology > Divine Powers > Divine Blast
You cast a bolt of powerful energy from your wound.
Prerequisites: Rank 2 with Religion
TP Cost: 2 HP Cost: 50
Descriptors: Physical Range: 20m
Components: S

A burst of divine energy launches out of your wound, dealing 100 (1d2%) Radiant or Necrotic Damage. 50% of the damage dealt heals the caster.

Special Effects

Luck – Creatures when attacked by this as a reaction must have their action rerolled and take whatever result is next.

Greed – Attack deals no damage, but you instead steal a percentage of currency from the target (if any.), in the case there is no currency, you steal an item instead.

Time – Creatures that are attacked by this ability lose 1 TP

Love – Creatures attacked by this ability must take a Rationale Action (DC equal to attack roll) on a fail they become charmed.

Information – Creatures attacked by this ability must take a Balance Action (DC equal to attack roll) on a fail they become exposed to the next attack.

Life – This attack instead damages you and heals the target for the amount.

Death – The attack deals quadruple damage and does not heal.

Bliss – The target is considered helpless for the round on a failed Composure Action (DC equal to attack roll)

Pain – This attack deals no damage but instead functions as inflict

Nature – This attack deals half damage and casts snare on the target, attacks do not heal the caster.

Technology – This attack deals no damage but instead functions as EMP Blast for 1 minute.

Justice – This attack deals no damage but instead functions as suggest.