Special Abilities:
Pinpoint X: A caller may reduce size-based penalties for any attack they make or guide by up to -x, reduce the damage penalties from such an attack by up to -x, or reduce any range penalties by up to -x. They must choose for each attack which of these is applied.
Terrifying Beams +X: By spending 10 points of their Divine base race's Divine Favor ability, a Seraph may make an intimidate check against any number of targets that can see them. This check is made with a +X bonus, and the first time per encounter that this ability is used, their cumulative intimidate penalty from previous intimidate checks against any of the targets is reduced to 0. If this is done in the same round as the Seraph's Orbital Strike ability, this bonus applies double to a magical orbital strike's damage.
Righteous Courage +X: A caller may spend a karma point to add +X to their resist roll against an intimidation attempt, or spend a karma point and their speak action to add +X to a single ally that can hear the caller's resist roll against an intimidation attempt. They may do this even if their turn has not yet taken place.
Spells X MP(Smiting)
Restrictions: Callers may only cast spells which have a positive damage rating. Callers may not cast spells with the Entropy element. If an effect changes a Caller spell's element to Entropy, the spell deals its damage to the Caller rather than to its intended target, though the Caller may make a resist roll to avoid its effects.
Casting Cost: Caller spells require the expenditure of a single karma point in addition to their normal MP cost to cast. Callers gain Karma like priests.
Spell Alterations: Callers’ spells function normally and may be boosted spontaneously, but gain a bonus to each die of damage they deal equal to the target's current intimidation penalty.
Casting Actions/Stat/Skill: Callers must make a single speak action and a single hand action to cast their spells. They then make a casting roll with the Math skill and Personality as the stat. Callers who are holding an AP symbol in their hand or are wearing it on their person gain a +2 to their casting rolls.
Learning spells: Callers do not need to learn their spells.