Calling upon the power of your deity, you are able to summon a stationary poison gas from the ground. Moving within or through this gas will cause creatures such as humanoids and animals to become afflicted by your poison.
On success you do 3.5 poison damage every 1d6s for 3.5 rounds.
As a Sunseeker, you are a devout servant of the god of light, charged with destroying lies and banishing darkness from the world. Your faith grants you access to powerful abilities, and one of the most fearsome is Harm.
With Harm, you are able to call upon the power of your deity to summon a stationary field of radiant energy from the ground. This energy is infused with holy light, and is capable of purging the darkness from all who dare to venture within its borders.
Creatures such as humanoids and animals that come into contact with Harm are immediately afflicted by its divine power, causing them to become writhing with pain and suffering. The longer they remain in the field, the more intense their suffering becomes, until they are ultimately consumed by the holy light and purged of all darkness.
Harm is a powerful weapon in the Sunseeker's arsenal, one that is feared and respected by all who know of its existence. It is a potent force of light and righteousness, one that is capable of cleansing the world of the darkness that lurks within it.
Abilities are linked to certain classes and can be used by both players and non-player characters (NPCs). To use most abilities, you must first learn them and sometimes invest points into them. Occasionally, you may come across special ability scrolls with a limited number of uses. These scrolls allow you to use the ability even if you have not learned it, but you can only use the ability a certain number of times before the scroll is depleted.