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divine_spells

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Divine Spells

Divine spells require a Holy Symbol to cast, in place of components. Unless noted otherwise, each spell takes an attack action. Each spell, apart from Cantrips and Rituals, is either marked -C- for Spell Casting Roll needed, or -A- for casting roll that must exceed target's defence rating, or -R- for spell that can only be cast as a ritual. If the spell is marked -S- it will inflict its effect even on disembodied spirits.

Cantrips

Cantrips can be cast at will, requiring no spell roll or components.

  • Illuminate :caster creates heavenly torch light from his hand, lasts as long as he concentrates.
  • Reforge: caster repairs a damaged mundane item, up to human size.
  • Providence: as a quick action, yourself or touched ally gets +1 on next check.
  • Stable Touch: caster causes any wounded target touched to stabilize immediately.
  • Stench of Evil: caster can smell evil-aligned creatures while he concentrates. S
  • Discern Possession: caster can detect whether 1 target is possessed by a spirit. S

First Level

  • Heal Wound: (Psalms 6:2) as a quick action, heals 1d8 hit points of damage to a target within 30' in line of sight. C
  • Turn Undead: (Revelation 9:6) Undead and ghostly targets (but not demons or other spirits) within 30', of HD less than current level must flee. A, S
  • Hail Mary: (Psalm 23:4) Affects caster only, all attacks against caster by Evil aligned creatures are at disadvantage. Lasts for 10 minutes or 1 fight. C, S
  • Wages of Sin: (2 Maccabees 9:5-7) all enemies that can hear you and that are incapacitated die. A
  • Thy Rod and Thy Staff: (Exodus 17:8-15) summons a staff that only you can wield and that does 1d10+WIS damage, it lasts 1 minute per level, counts as a blessed weapon and can attack a spirit or demon directly. C, S
  • Cast Out Devils: (Mark 5:13) Caster targets one spirit possessing a person, a successful spell attack drives the possessing spirit out of the victim - perhaps into a nearby animal. Spirit must be HD equal or less than caster and caster must touch the possessed person. A, S
  • Smite Heathen: (Deuteronomy 7:2) As a quick action you say a prayer that allows you to do an additional 1D6/3 level rounded up radiant damage on your next melee attack that hits during this battle C
  • Command the Godless: (2 Chronicles 20:6) 1/level enemies you can see within 30' of each other comply with a one-word command A
  • God's Creatures: (Genesis 8: 6-12) You choose a small mammal or bird such as a raven or a dove to scout ahead and answer a yes or no question if they are able to return safely. C

Second Level

  • Restraining Hand of the Angels: (Psalm 78:49) 2 HD/level worth of targets within 30' have movement reduced to 0' for 1 hour. A, S
  • Purify: all poisons, contagions and blights latent in a radius equal to your check roll are removed. C
  • Holy Chant: All allies that can hear you gain +1 to all checks as long as you chant (concentrate). C
  • Our Daily Bread: (Exodus 16) One target per level is granted nourishment equal to 1 meal. C
  • I Shall Fear No Evil: you or 1 ally are immune to Fear for 1 minute per level. C
  • Sticks to Snakes - (Exodus 7:10) You transform up to 3 ordinary wooden sticks within range into venomous snakes which you control. C
  • Holy Exorcism: (Luke 11:14–26) Can only be cast as a ritual, drives all possessing spirits, regardless of strength, out of a single, touched, target. R, S
  • Arm of King David: (1 Samuel 17:45-47) cast as a quick action, caster can make 2 attacks each time he takes the attack action for 1 turn per level. C
  • Armor of Light: (Romans 13:12) cast as a quick action, you raise your AC +2 for one fight C
  • Mount's Mouth: (Numbers 22:28-30) 1/level of your domesticated animals (e.g. horse, donkey, ox, dog, puma) gains the ability and intelligence to speak to you for 1 hour/level during which it may act independently like a henchman. C

Third Level

  • Full Armor of God: (Ephesians 6:11) you and all allies within 10' gain +2 AC for 1 minute or concentration. C
  • It Shall Not Avail: (Luke 9:1) Remove 1 curse or disease from 1 target, check vs. DM set DC. C
  • Pax Vobiscum: (Daniel 6:19-24) All within 30' have no wish to fight unless they themselves are attacked for 1 min/level. A, S
  • Smite the Godless: (Isaiah 66:24) You or 1 ally gain advantage to all attacks vs. evil for 1 turn/level. C
  • Wait in Silence for the Lord: (Psalm 31:18) All forms of noise are silenced within 30', concentration. C, S
  • Great Heal: (Luke 5:17-26) Must be cast as a ritual, but still requires the recipient to make a WIS check to be effective. It cures all wounds, restores lost ability score points, repairs destroyed/lost limbs, restores sight and hearing. If the Wis check fails, the recipient must confess his sins, carry out penance and receive communion from a bishop before he can receive another attempt. R
  • Guardians of Elisha (2 Kings 2:23-25): 1d4 black bears appear and attack any person or creature that has attacked or mocked the bald head of the caster. 2 combat rounds per level. C
  • Holy Mount: (2 Kings 2:11) A warhorse with maximum HP with all basic tack and harness or a chariot with two smaller horses appears from just out of view to serve the zealot. C
  • Sanctuary: (Exodus 25:8) Creates a 20'x20' area around you that any enemy must make a WIS check to enter. Concentration. C, S
  • Words of Purification: (Mark 1:23-26) With a single word, you cause a spirit or demon possessing a mortal being to flee just as if an hour-long holy exorcism rite had been completed. A
  • Defending Angels: (Luke 4:10)

Fourth Level

  • Blessing of St. Luke: (Ezekiel 37:4-6) 1 target/level within 30' is healed 3d8 points of damage. C
  • Blessing of St. James: caster touches 1 weapon, which is considered “blessed” and can attack incorporeal targets directly. The blessing lasts 1 hour. C, S
  • Requiescat in Pace: all undead with HD less than caster within 30' are destroyed. A
  • Blessing of St. George: you or 1 touched ally can attack as a quick action 1 minute. C
  • Holy Dawn: holy light fills the area, doing 1d4 to all evil creatures per round for 10 minutes. A, S
  • Eye for an Eye: (Exodus 21:24) 1 min/level, you or 1 ally, when hit, attacker takes 1d8 damage. C, S
  • Get Behind Me, Satan: all disembodied spirits within 100' flee in terror for 1d6 hours. A, S
  • Guardian Angels: (Psalm 91:11)

Fifth Level

  • Quest: 1 target touched by you must complete a stated, achievable, quest, tries till succeeds or dies. A, S
  • Commune: You ask a question of God and an angel or saint gives reply in a number of words equal or less than your level. C.
  • Sanctify: all cursed or poisoned allies within 30' are cured. C
  • Blessing of the Holy Spirit: (Deuteronomy 32:39) in a 30'x30' area, all friends are healed 4d8 points and all enemies are damaged for 4d8 radiant. A, S
  • Behold His Mighty Hand (The Ten Commandments, near the end) You call on the grace of God to part the waters of a river, lake or strait of the sea to let your people pass. The path through the waters is as wide, as long, as deep and lasts as long as is necessary to Lord's purpose. C
  • Fire of the Lord: (1 Kings 18:37-39) You call down a 40' high column of flame that strikes all within a 10' radius of a point you can see within 60' for 1D6/level radiant damage. A, S
  • Holy Weapon: (1 Samuel 17:45) you call on the Lord of Hosts to consecrate a weapon to the cause of Righteousness. A holy relic (and not from some second-tier saint) must be fixed within it. The weapon does double damage and has the ability to directly attack non-corporeal demons and spirits. The weapon cannot be used except in the cause of holiness and right. The DM can add specific additional powers to the weapon. R, S
  • Raise Dead: (2 Kings 4:32-35)

The Sacraments

These are key rituals that can be performed by ordained clergy, NPC or PC. These sacraments require no spell casting roll, if a properly ordained clergyman performs the ceremony, it is effective, regardless of his personal qualities or skill.

  • Baptism: first step of initiation into Christianity, removes the disadvantage to resist spiritual attack permanently. R
  • Confirmation: second step of initiation, permanently gives the Christian proficiency bonus in defending against spiritual attacks. R
  • Communion: third step of initiation, gives Christian advantage in defending against spiritual attack, from Communion to the next commission of sin. Communion can be repeated as needed, following confession of sin and appropriate penance. R
  • Penance: a priest or bishop, who hears confession of sin, can assign a task as penance for attonement of sin, making one eligible to receive communion. R
  • Anointing of the Sick: gives a sick person advantage on saves/checks to resist the disease. R
  • Marriage: sanctify a union R
  • Holy Orders: bishops only, ordain someone as a deacon, priest or bishop.R
divine_spells.1579010802.txt.gz · Last modified: 2020/01/14 14:06 by andrew