Fantasy!/Schtick/Prayer

=Prayers= Priests of Gods may buy Prayers at a cost of 2 points per Prayer. You must buy the Basic Prayer of a Domain before you may buy any other Prayer of a Domain.

Basic
All Darkness Priests gain the ability to mold darkness and cause the following: (2) Passive: +3 EV to Security/Sneak. (1) Action: Cause -3 EV to any roll. (3-5) Action, Power: Gain [Power] Armor until end of the next Sequence. (3+1-10)

Call the Darkness
A prayer lasting as long as you wish. Prayer: The sun is darkened, causing night (use the Value Table for both Distance and Time). A congregation provides +1 per 1/3/10/30/100/300.

Friend of Darkness
A short prayer to the Dark God provides the following: Passive: +5 EV to all dealings with Dark Creatures. Passive: Nightvision until sunrise. Touch: Passive: Target gains Nightvision until sunrise.

Dark Grip
The Dark God causes one of the following: Prayer: Occult/Prayer+Power vs Occult/any or Willpower+Soul. EV impairment for EV Sequences. Prayer, Touch, 10 min: Occult/Prayer+Power vs Occult/any or Willpower+Soul. Causes blindness EV days.

Basic
All Demon Priests gain the ability to desecrate holy things and cause the following: Passive: +3 EV to affect Demons and Demonic Creatures. Action: Cause +3 EV or -3 EV to any roll made by a demon. Action, Power: Give a Demonic entity two extra positive dice.

Cry of the Demon
Several prayers to call a demon to our plane. Prayer: Call a Demon with any amount of Power. This takes [Demon's Power] hours. Prayer, Power: Occult/Prayer+Power with an extra positive die vs Occult/Creature+Power of Demon. Inflicts 1 point of impairment with EV 5. Inflicts [Power] points of Impairment with EV 10. Banishes Demon with EV 20.

Demon Aura
A short prayer to the Demon God provides the following: Passive: +5 EV to all dealings with Demons. Passive: Identify Demons on sight. Passive: Priest is considered a Demonic entity.

Demon Grip
The Dark God causes one of the following: Prayer: Occult/Prayer+Power vs Occult/any or Willpower+Soul. EV impairment for EV Sequences. Prayer, Touch, 10 min: Occult/Prayer+Power-20 vs Occult/any or Willpower+Soul. Causes blindness EV days.

Basic

 * Destroy
 * More Destroy
 * Even more Destroy
 * Destroy abstract things
 * Destroy big things
 * Destroy small things

Basic
Add or Remove 1 AV or 5 EV after a roll.

Eddies of Fate
Reroll, or -/+d10 AV.

Fate of the Norns
Worsen or Better a result by a Prayer+Power EV or Prayer+Power/5 AV.

Fated to Happen
Power: Make a roll Routine, Hazardous, Inspired, No 0s or Hindered.

Prophecy
5 Power: Utter a prophecy that will have a positive d10 to become truth. Silly Prophecies will instead cause a penalty of d10 to all rolls involving them.

Basic
All Fertility Priests gain the ability to bless creatures or persons to maximize their chance of procreation: Passive: +3 Interaction versus any fertile creature or person. 2 shock points: Cause +5 EV or -5 EV to any roll after it has been made. Action, Touch, Power: Guaranteed procreation. Action, Touch, Power: Cause target to become infertile. (Passive: Sleep beside or on a plant causes it to germinate or grow a week's worth overnight. ) Nature?

Rejuvenate
Prayer, Touch: Any target regains [Power] shockpoints per Sequence. Prayer, Touch, Power, 3 shock points: Any target regains any 2 pool points.

Withering Curse
A short prayer to the Fertility God provides the following: Passive: +5 EV versus all diseases. Action: Cause target to become infected with any disease already present. Action, Power: Cause impairment to target equal to Occult/Prayer+Power vs Occult/any+Toughness EV until Power is regained.

Abundant bounty
The Fertility God causes one of the following: Prayer, Touch, X shock points: Target gains Regeneration 1 for X Sequences. Prayer, Touch, X Power: Target regains 2X extra Pool points next full rest. Prayer, Touch, X shockpoints: Target cannot regain any shockpoints or Pool points for X Sequences. Prayer, Touch, Power, X shockpoints: Target loses the ability to regain Pool points for X days.

Basic
All Healing Priests gain the ability to see sickness, disease and unhealth: Passive: +3 EV Medicine. Prayer, Touch, 10 Actions: Provide the same Effect as the Healing Schtick. Prayer, Touch, 10 Actions, Power: Heal anyone as the Healing Sorcery Schtick with a Power.

Transfer of Pain
Prayer, Touch: Target loses any amount of Shock points and Wounds. Priest gains the same. Prayer, Action: Prayer+Power vs Occult(Willpower)+Soul. Transfer 1 Wound / 5 EV or 1 Shock point / EV to target within hearing range.

Call for Recovery
A short prayer to the Healing God provides the following: Passive: +5 EV versus all diseases. Immunity versus specific disease. Prayer, 10 Actions, Touch: Remove a disease or sickness from target. Target is now immune to that disease or sickness. Prayer, Action, Blessing: Remove all taint, sickness and disease from now blessed object. Some taint must be cleared with a Prayer+Power roll. Some require a Ritual or a Power point.

Touched by the Gods
The Healing God causes one of the following: Prayer, Action, Touch, Power: Target regains all Wounds and Shock points. You may only target the same target once per day. Prayer, Action, Touch, Power: Roll Prayer+Power vs 0. Target regains EV/5 Pool Points.You may only target the same target once per day. Prayer, Action: Regain all Wounds and Shock points. You may use this ability as a Free Action when you reach 0 Shock points, become unconscious or reach 0 Wounds. You may only use this ability once per day. Prayer, Action, Touch, Power: Next time target receives any Damage, ignore all of it. This Prayer lasts [Power] Sequences. You may only target the same target once per day.

Basic
Fate/Luck, Cyclic Transformation, Tide bön istf sömn

Basic
All Mysticism Priests gain the ability to see the hidden things, things they cannot see: Passive: Awareness, as the Creature Power, but with Prayer instead of Creature Powers. Prayer, Touch: Give someone else your sight for 1 Sequence. Prayer, Action, Commit Power: See as the Mystical Sense (Soul Sight), as the Creature Power, but with Prayer instead of Creature Powers.

The Hidden Truth
See all the hidden things in the world. Ley lines, hidden doors, transformed beings. Nothing is hidden before you.

The Dividing Wall
Drabba och hindra undead Blast Soulless - Use Prayer as Blast (Holy Blast, +11 Damage, Area, Damage, may use both with 2 Power) Hinder Soulless - Use Prayer as Debuff (Move/Shots with bonus). Lay To Rest - Buried may not be used for the creation of undead. Soulless are those who have no soul, or have manipulated their soul or have a soul bound to a corpse.

Spirit Quest
Walk a quest into the underworld and its neighbors to find the answers to any question. But beware, all questions have their price. Includes Death rites.
 * Bury dead to hinder undeath
 * Hinder undead
 * Manipulate Souls
 * Mystic Awareness / Soul Sight.

Basic
Make nature bloom or decay, wither or rejuvenate.

1
Make something progress fantastically fast, at a cost, or guarantee germination and pregnancy.

2
Provide

Basic
All Protection Priests gain the ability to give blessings: Passive: +3 Resistance and Soak. Touch, Action: Give +3 Resistance and Soak to a target until the next time target Defends. Active Defense, Power: Defend (as Active Defense) and Protect (+5 EV) all allies within earshot.

Aegis of the Gods
Passive: +[Power] Soak. Prayer, Touch: Target gains Distinctive Appearance 1, +3 Defense, +5 Resistance and +5 Soak. Lasts [Power] Sequences. Prayer, Power, Touch: Target gains Distinctive Appearance 5, gains [Power] Soak and reduces all incoming Damage by [Prayer] this Sequence. The Protection Priest may prolong the Effect by paying a point Power at the start och each Sequence.

Stern Mien
A short prayer to the Protection God provides the following for [Power] Sequences: Passive: +5 EV Interaction, Deceit and Stunt. Prayer, Action: The Protection Priest protects all allies within earshot as if Actively Defending with +5 Resistance against any Interaction, Deceit or Stunt. This effect ends on each target when the target takes an Action Prayer, Action, Power: Rebuke a single target within earshot, providing any Interaction attempt with a positive d10.

Agent of Divinity
The Protection God causes one of the following: Prayer, Action, Power: Protection Priest gains [Power] extra Wounds, and [Power] x 5 extra Health until the Priest next sleeps. Prayer, Power: Gain a d10 to any single Defense. Prayer, Active Defense, Power: Target gains d10 to any Defense until the Active Defense ends.

Holy Mien
Prayer, Power: Anyone trying to hit you must first pay 1 Focus. This lasts until you perform an Action. Prayer, Action, Power: All present gain the same holy protection. Prayer, Action, Power: Anyone trying to hinder you, must now roll WIllpower+Focus/Prayer+Power.

Basic
All Support Priests gain the ability to give blessings: Passive: 2 extra Power points. Prayer, Action: Add +3 EV to a Proficiency to all allies within earshot. This lasts until the ally takes an Action. Prayer, Action, Power: Add a positive AV die to the next Action taken, if it uses a specific proficiency, to all allies within earshot.

Spear of the Gods
The Support God rallies a champion. Prayer, Touch: Target gains +5 EV to a specific Proficiency. This lasts [Power] Sequences. Prayer, Touch, Power: Target gains +d10 EV to a specific Proficiency. Lasts [Power] Sequences. Prayer, Power, 10 Actions, Touch: Target gains +d10 AV to a specific Proficiency. Lasts [Power] Sequences.

Faith of the Gods
The Support God causes one of the following: Prayer, Action: Allies within earshot get a free Active Defense. Prayer, Action, Power: All allies within earshot gain +5 bonus to an Attribute the next [Power] Sequences. Prayer, Active Defense, Power: Target gains d10 to any Defense until the Active Defense ends.

Call of the Gods
A short prayer to the Support God and paying a Power, provides the following for [Power] Sequences: Passive: The Support Priest may take a Support Action, when performing any Action. Prayer, Action: Target may take a Free Action, now. Prayer, Action, Power: All allies within earshot may take a Free Action.

Basic
Passive: Choose a Proficiency. Change to gain +5 EV to that Proficiency tonight. This is obvious. Action, Power: You may transform a property of an unliving object into a thematically similar property. This lasts until you regain Pool points in any way.

Ritual of Change
10 minute ritual: You may change a property of yourself. This lasts until you regain Pool points in any way. Action, Power: You may transform any Pool points of one type into another type. This does not count as regaining Pool points.

Ritual of Sacrifice
10 minute ritual: You may sacrifice something for a Power point. You may instead sacrifice living things to regain their [Power] in Power points (Unnamed creatures only provide 2 Pool points). Any congregation also provides Power for you. Ritual: You may move one of any Pool point to another Pool per hour. This does not include Shots.

Ritual of Transformation
Power: Gain Named Transform as per the Creature Power. You may also sacrifice multiple Power to gain 10 points to your Named Form. Ritual: You may transform any living being into another living being of the same class (mammal, insect, bird, et cetera). This takes at least 1 hour, and 1 hour or Power point per Power of the target.