Quells Evil
You are skilled in finding, destroying, and banishing undead, demons, and creatures of similar ilk.
Genre themes: cleric (fantasy), priest (real world with a touch of magic), spiritual super (superhero)
GM intrusions: Some evil creatures are more powerful and resilient than they first seem. Too much evil contact risks contagion with evil influence.
"Creatures of similar ilk" could include additional categories of ineffably evil entities, depending on the campaign. Work with your GM to determine the details if there are any questions. For instance, a campaign that includes other hellish creatures, fallen angels, Lovecraftian creatures, creatures from the "Crawling Deeps," or creatures born of "the Strange" might be just as anathematic as undead and demons.
Tier 1
Inspiring Trust (1 Intellect): Allies in your presence that share your sense of good versus evil add +1 to their recoveries. Enabler.
Sense Evil (2+ Intellect): When you use an action to perceive undead, demons (or creatures possessed by demons), or creatures of similar ilk within immediate range, if you roll a 9 or less, treat the roll as a 9. (This means you don't get a GM intrusion if you roll a 1.) Effort: Increase the minimum number rolled for this ability by 3. This ability lasts until you use a ten-minute or longer recovery. At tier 3, the minimum number rolled for this ability increases to 12. Action to initiate.
Tribulation (1+ Intellect): You channel spiritual energy to stun or repel supernatural evil creatures. Choose up to five undead, demons, and creatures of similar ilk of level 2 or less within short range and make separate Intellect attack rolls against them. Success means they lose their next turn or spend their next turn fleeing your presence (your choice). Effort: Specify some other action for the creatures to perform for one round, such as attacking a foe of your choice. Increase the maximum level of the foe you can affect by 1. Last action.
Tier 2
Invisibility to Evil (2+ Intellect): A touched ally becomes effectively invisible to undead, demons, or creatures of similar ilk of level 3 or less until you use a ten-minute or longer recovery. This effect ends if the target does something to reveal their presence or position—attacking, using an ability, moving a large object, and so on. Effort: Increase the maximum level of foes who can't perceive the invisible target by 1. Action to initiate.
An invisible character's attack is eased by two steps. Attacks on an invisible character are hindered by four steps or are nearly impossible if the attacker has no idea where they might be.
Shield Against Evil (1 Intellect): You bless yourself or a touched ally with protection against undead, demons, or creatures of similar ilk until you use a ten-minute or longer recovery. The protection eases defense rolls against the specified creature variety and grants immunity against mental influence, fear, and possession (from any source). Action.
Tier 3
Blast Evil (4 Intellect): You blast an adjacent immediate area with cleansing radiance, inflicting 3 damage to up to three targets in the area—roll a separate attack roll against each. If the targets are undead, demons, or creatures of similar ilk, they take 6 damage instead. If any targets are possessed by a spirit, demon, or similar entity, they gain another opportunity to resist the effect and eject their possessor. Action.
Unearth Evil (4+ Intellect): You detect the faint whiff of undead, demons, and similar ilk from a great distance. When you use this ability, you generate a mental "heat map" of qualifying creatures within a 10-mile (16 km) radius. Affected creature locations are accurate to within about 100 feet (30 m). This takes anywhere from an hour to a full day of concentration, depending on what the GM feels is appropriate due to time, distance, or other mitigating circumstances. However, you don't know in advance how long it will take. Creatures of level 4 or higher are aware that something has noticed them, but they don't necessarily realize what. Effort: Once you have established where each qualifying target is located, you retain a sense of their locations (so if they move, you are aware of their new position) until you use a one-hour or longer recovery (this requires two levels of Effort). Action to initiate.
A heat map is a simple map of an area using colors to show the intensity of something in a visual way, like showing where things are "hot" or "cold"—or, in this case, "evil."
Tier 4
Rebuke Evil (4+ Intellect): You rebuke one undead, demon, or creature of similar ilk within short range that you make a successful Intellect attack against. The affected creature does their best to accomplish a goal you specify in your rebuke, even if it would cause them or their allies harm, until you use a ten-minute or longer recovery. Effort: Affect an additional foe (make a separate attack roll against each foe); you must give the same command to all affected creatures. Last action.
Righteous Cloak (4 Intellect): You shine with wholesome light, automatically inflicting 4 damage (no roll needed) to anyone who tries to touch you or strike you with a melee attack. While Righteous Cloak is active, bright light illuminates a short area around you if you wish. This ability lasts until you use a ten-minute or longer recovery. Enabler.
Tier 5
Shrug Off Evil: You are immune to mental influence, fear, and possession (from any source). You ignore one wound inflicted by undead, demons, or creatures of similar ilk. This aspect of this ability renews after you take a ten-hour recovery. Enabler.
Tier 6
Fence Out Evil (6+ Intellect): You encircle a short area in a transparent, immaterial wall of cleansing light until you use a ten-minute or longer recovery. When the wall appears, each undead, demon, or creature of similar ilk within its area—or that enters the area—automatically takes 3 damage (ignores Armor) from the light (no attack roll required) each round. In addition, you can attempt an Intellect attack against a qualifying creature in the area each round as your action. If you succeed, that creature is affected as if you successfully used Rebuke Evil against them. Action to initiate; action for each targeted use.
Retribution (8 Intellect): You call down a shaft of roaring radiant flame in an immediate area within long range. Make separate Intellect attacks against each creature in the area. Success means you inflict 4 damage; all creatures take 1 damage even on a failed attack roll. Choose one creature in the area to take an additional 3 damage regardless of whether your attack succeeded or failed. Action.