Turn Theodulus
Turn Theodulus
Magic Resistance: No
Prerequisites: Divine Rank 3, Balance Sphere
Disciplines: Mysticism
Potency: [1d4 + Divine Rank]
Standard Action [REC 7]
Cost: 4 Resolve
Effect: In order to keep balance within the world, you can turn back the tide of the outer planes with the aid of your deity. Make an attack:
Range: 10ft per Divine Rank
Target: Up to three Immortal creatures within range that have an Alignment keyword (i.e. Evil, Good, Lawful, or Chaotic creatures).
Attack: Devotion vs. Will
Hit: 2d8 + Divine Might Annihilation damage and the target Flees [5 x ChaP]ft. If the target's Mental Rank is strictly less than your Divine Rank, the target does not flee and is instead Paralyzed [SE, ST 4d10 vs CHA].
Master Augment, Destroy Theodulus
[Divine Rank 5]
Requirement: The target must be Paralyzed, resulting from a previous use of Turn Theodulus.
Cost: 2 Resolve
Effect: If the target's Mental rank is equal to or less than your [Divine Rank - 4], the target is Banished to its home plane on a hit.
Augment, Greater Turn
[Divine Rank 6, Stacking]
Stacking [Divine 6, 8, 10, etc]: This augment may be applied multiple times and is limited by your Divine Rank.
Effect: Increase the damage dealt by 1d8.
Augment, Mass Turn Theodulus
[Divine Rank 6, Stacking]
Stacking [Divine 6, 8, 10, etc]: This augment may be applied multiple times and is limited by your Divine Rank.
Cost: 1 Resolve
Effect: You may affect an additional target.
Master Augment, Superior Turn
[Divine Rank 7]
Cost: 1 Resolve
Effect: Increase the saving throw by one die [STP 1d10].
Theodulus
In the pantheon of the divine realms, the term "Theodulus" is revered. It signifies those rare beings forged by the deities themselves, beings of pure divine essence tasked with enacting the will of the gods across the mortal realms. They are not mere messengers but extensions of divine power, whether for chaos, order, evil, or good.