Courses / TH / Spiritual Energy
Spiritual Energy
Code:
TH 190
Required For:
Spiritual Refinement, most TH courses to work
Qualifies For:
Level:
1
Study DC:
9
Spiritual Energy
Passive
You gain access to a source of divine power, whether from a god or your own spirit. You have a pool of Spirit Points (SP), which refills at the end of each long rest.
SP is required to use most abilities from courses in the school of Theology.
You may take this course concurrently with most TH 1XX courses that require SP.
SP is required to use most abilities from courses in the school of Theology.
You may take this course concurrently with most TH 1XX courses that require SP.
Self Heal
Ability
Time:
Free action
Requirements:
You must be conscious
Cost:
1 SP
At any time, you may heal yourself for 3 HP.
When you would take damage which would defeat you, you may heal before taking that damage (but still cannot exceed your maximum HP). If this causes you to have at least 1 HP left after taking that damage, you are not defeated.
This cannot prevent damage which takes you from full HP to 0 in one hit from defeating you.
When you would take damage which would defeat you, you may heal before taking that damage (but still cannot exceed your maximum HP). If this causes you to have at least 1 HP left after taking that damage, you are not defeated.
This cannot prevent damage which takes you from full HP to 0 in one hit from defeating you.
Divine Light
Spell
Time:
Action
Target:
Melee: Touch
Cost:
Dedicate 1 SP
Duration:
Until you take a long rest
Make an object glow.
The object emits bright light in a 15 ft. radius, and dim light for an additional 15 ft.
You may end this spell as a fast action (and regain 1 SP when you do).
Creatures which go from in total darkness before you cast this spell to in bright light when you cast it must pass a DC 15 health save, or be blinded until the end of their turn.
Dedicate:
Dedicate abilities refund the SP spent to cast them when they end for any reason.
The SP is “dedicated to” the ability, and is freed up when the ability ends.
The object emits bright light in a 15 ft. radius, and dim light for an additional 15 ft.
You may end this spell as a fast action (and regain 1 SP when you do).
Creatures which go from in total darkness before you cast this spell to in bright light when you cast it must pass a DC 15 health save, or be blinded until the end of their turn.
Dedicate:
Dedicate abilities refund the SP spent to cast them when they end for any reason.
The SP is “dedicated to” the ability, and is freed up when the ability ends.
Spellcraft Training
Skill
You have a +1 training bonus to tests of Spellcraft.
If you have more than one training bonus which applies to the same roll, use the best one.
If you have more than one training bonus which applies to the same roll, use the best one.
Name | Effort | Requires | Description |
---|---|---|---|
SP +1 | 5 | Maximum SP +1 | |
SP +2 | 5 | SP +1 | Maximum SP +2 |
SP +3 | 5 | SP +2 | Maximum SP +3 |
SP +4 | 5 | SP +3 | Maximum SP +4 |
SP +5 | 5 | SP +4 | Maximum SP +5 |
SP +6 | 5 | SP +5 | Maximum SP +6 |
Self Heal | 5 | SP +1 | You can use Self Heal |
Divine Light | 0 | Self Heal | You can use Divine Light |
Spellcraft Training | 0 | SP +6 | You have a +1 training bonus to Spellcraft |
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