- Divine Power [60]
Concentrate for five seconds and spend a Grace Point to perform a true miracle.
- Grace Points 6 [80]
Fuel epic powers, ensure success, or recover from disasters. Recovers fully every Sunday at dawn.
- Last Rites [5]
Perform one minute ritual over a corpse to protect it from necromancy.
- Holy Touch [10]
Touch a pint of water to create temporary holy water, and your touch acts like holy water.
- Solar Radiance [10]
You can glow with sunlight, emitting up to +5 illumination. Constantly provides +5 to HT rolls against eye damage from intense light.
- Sense of Faith [15]
You are aware of the status of your worshippers as a whole. You automatically know when large groups of them are in trouble, in pain, or in need of help, regardless of where they are. Particularly urgent prayers from individuals can reach you.
- Feed the Masses [17]
Turn a tiny amount of food and drink into ninety pounds of food/drink, three times per day.
- Holy Weaponry [18]
Every weapon you wield can harm Dark supernatural spirits as if they were tangible, and whenever your attack injures any Dark supernatural being it takes an additional 1 point of burning damage per second for 1d6 seconds, bypassing DR.
- Consecrate Ground [39]
You can consecrate the land, turning it into High Sanctity holy ground. You're limited to a roughly circular area up to one square mile, with a cost of 1 QP for every 10 square yards (60 QP for the full area). You must traverse the full perimeter before heading to the center to conclude. Cursed land, and land consecrated to another god resists.
- Sermonize [20]
Grants +5 to reaction, influence, Leadership, and Public Speaking rolls, so long as you are open and honest with your words. Costs 1 QP per use.
- Bless [25]
Whenever you embrace someone for a minute (or any other sort of extended physical intimacy), you may expend 6 QP to bestow 1 Character Point upon the target. Spending this point toward personal improvement is subject to certain limitations.
- Stoicism [26]
For as long as you continue to concentrate, you are completely unaffected by pain. Injuries do not require a Will roll to maintain concentration on this.
- Aura of Courage [30]
You emanate an aura that gives you and every ally within 20 yards immunity to fear. Activating the aura takes a Concentrate maneuver, and it endures until deactivated, costing 1 QP per minute. Effect persists for 15 seconds after leaving the aura or deactivating it.
- Sense True Darkness [32]
Gain a flash of knowledge, showing you where all nearby Dark beings are. Only detects those with Dark supernatural abilities or those who are completely devoted to or taken over by Dark. Range varies from a few miles to a few hundred miles, depending on where the worst Darkness is.
- Angelic Wings [35]
You can manifest angelic wings and fly at Air Move 10. Armour and clothing do not interfere with this. The wings may be attacked and injured while manifested, with the injury applying to LQP instead of HP. Likewise, any fatigue costs for aerial movement are applied to QP instead of FP.
- Aura of Protection [40]
You emanate an aura that gives you and every ally within 20 yards DR 4 that protects them and anything they're carrying. Activating the aura takes a Concentrate maneuver, and it endures until deactivated, costing 1 QP per minute. Effect persists for 15 seconds after leaving the aura or deactivating it.
- Protection From Darkness [46]
Take a Concentrate manuever and make a Quick Contest of Quintessence against any Dark being nearby. If you win or tie against them, they cannot move any closer to you than yards equal to your margin of victory (minimum one yard). If it cannot leave the area without coming closer, it must make a WL roll in order to flee past you, pushing you aside with the minimum force required to escape if needed. On a failure, the monster is cowed. It must cower, helplessly, and cannot move, defend itself, or take any other action. This effect endures for as long as you concentrate and for 1d seconds after you stop.
- Heavenly Fire [56]
You call down holy fire from the heavens to incinerate your divine enemies: this should either be a supernatural creature, such as an undead, demon, a servant of a rival god, or a foe battled on holy ground. Foe must be within 10 yards and clearly designated aloud. A 6d burning attack that affects insubstantial targets descends from above, then spreads into a 4 yard wide column of flame that persists for 10 seconds, and can move at 2 yards per second toward other designated enemies, burning everything in its path. Costs 1 QP per attack.
- Resurrection [90]
If you are ever slain, your spirit remains intact and conscious, in full possession of your supernatural abilities. Returning to life would require restoring your body, or procuring a new body if the old one was destroyed. While you are a spirit, you are bound to the location or your remains or the site of your death, losing Quintessence at a rate of 1 QP every 10 minutes after being away for over an hour. Should your QP reach -300, then you finally and truly die.
- Holy Glory [95]
You reveal your celestial magnficence for a moment. Anyone who can see you makes a Fright Check at -4. Dark aligned beings experience Fear, everyone else experiences Awe. Repeated uses within an hour give bonuses to resist. Costs 1 QP per use.
- Oathbinding [100]
Whenever someone swears an oath on your name, and then breaks that oath, they become Cursed until they make an appropriate atonement, requiring a month's worth of prayer or meditation, sacrifice equal to a month's income, or a major quest.
- Unburned [100]
You are immune to heat and smoke and have DR 20 against heat/fire, making you immune to all mundane earthly fires. This does not protect your gear.
- Celestial Communication [185]
You understand all beings at a deep level, permitting you to communicate with them regardless of language or even sapience (though the responses you receive might not be terribly useful). All languages and writings that are not deliberately created to obscure their meaning are clear to you. Likewise, your deep understanding provides a +3 bonus on any roll where having a deep understanding of the body or mind of a being would prove useful.
- Breath of Life [375]
You can heal all manner of illness, weariness, and injury to the body, mind, and spirit of anything: living beings, unliving beings, inanimate objects, and insubstantial entities alike. Make a Quintessence roll to heal the target: restoring lost HP, FP, or SP has no modifier and heals 2 points for every 1 QP spent on a success, but costs the target 1d HP/FP/SP on a critical failure; healing a crippling injury has a penalty of -6, so long as all the HP lost in the crippling is healed at the same time; removing an affliction has a -1 penalty per full +50% the effect is worth as an enhancement to Affliction, with a QP cost of twice the penalty, minimum 1 QP; curing a disease has a -1 to -15 penalty depending on the severity and subversiveness of the disease, with a QP cost of twice the penalty; removing a disadvantage is at a penalty equal to the negative point value of the trait, and costs three times the penalty in QP. Even cursed maladies can be healed, though the source of the curse resists removal. Healing requires more than simple physical contact, though a kiss or tears shed into the injury will suffice.
- Genesis [600]
You can alter, create, control, destroy, or enhance up to ten pounds or one yard radius of material or a megajoule of energy or half a mile radius of a natural system. Can inflict damage or deflect it, at a limit of 1d, or give +/- 1 to rolls. Costs 1 QP to alter, destroy or enhance something; 2 QP to create something or control something alive; 3 QP to alter, destroy, or enhance something alive; 4 QP to create something alive. Creations are impermanent unless 1 Grace Point is spent.