Manism
✦ +50 to health [500].
✦ The character cannot deal lethal damage; instead, it removes opponents from battle and prevents them from returning to the fight until it ends [500].
✦ Refreshing Touch.
1. Removes standard negative effects from the selected character. Can be used up to five times a day. Range: 1. [500]
2. Removes standard negative effects from the selected character. Can be used up to five times a day. Range: entire map. [1500]
3. Removes standard negative effects from allies in a 1+1 area. Can be used up to five times a day. Range: entire map. [3000]
✦ Healing Water.
1. Restores (will*10) health to the selected character. Can be used up to five times a day. Range: 1. [500].
2. Restores (will*10) health to the selected character. Can be used up to five times a day. Range: entire map. [1500]
3. Restores (will*10) health to characters in a 1+1 area. Can be used up to five times a day. Range: entire map. [3000]
✦ Touch of Mana.
Revives a character whose health has dropped to no less than -50%. Only outside of battle. [2000].
Dante
✦ +5 to will [500].
✦ +2% to experience gained per point of will [500].
✦ Resistance.
1. Incoming magic damage to the character is halved [2000].
2. Will saving throws are doubled [2000].
3. Incoming physical damage to the character is reduced by 25% [2000].
✦ Fight to the Last.
1. Once per battle, the character survives a lethal attack (remains with 1 HP). Works once a day [1000].
2. Once per battle, the character survives a lethal attack (remains with 1 HP) [1000].
3. Once per battle, the character survives a lethal attack (remains with full health) [1000].
4. Once per battle, the character survives a lethal attack (remains with full health, removes standard negative effects) [1000].
5. The character survives a lethal attack (remains with full health, removes standard negative effects); the ability is restored after the character defeats an enemy [1000].
✦ Cleansing.
1. +30% to final damage against characters who adhere to a different religion other than followers of Dante, Mana, and Abelia [1000].
2. +30% to final damage against non-humans [1000].
3. Attacks on the above-mentioned categories of characters deal permanent damage [2000].
Abelia
✦ Sadism
1. +30% to damage against opponents [1000].
2. Chance of critical damage +20% [2000].
3. Lethal damage on attacks [3000].
✦ Masochism [1000]
1. -30% to damage taken [1000].
2. Chance of critical damage taken -20% [2000].
3. Immunity to standard negative effects [3000].
✦ Entropy
1. Dissipates all effects within 10 cells of the character, prevents their application for three turns. Can be used up to two times a day [1000].
2. Entropy ignores will saving throws [2500].
Risha
✦ +1 to event points [1000].
✦ Ability to learn magic [1000].
✦ Illusion. The opponent must pass a will check against the character's will/dodge/intelligence (determined by the player when learning the skill); otherwise, their attack will have no effect [2000].
Added 3 minutes ago
—...Thank you, and I'm very glad to meet you too. 🙂 —Father Cassius Nira's words even slightly confused Nirianna.
Politely nodding, the girl took one of the free seats at the table.
Added 21 minutes ago
If there are no questions about beliefs, I'll include the next week.