Divine Magic
Level 1 Divine Spells
Aura of Defense - Protection
Range: Touch
Area of Effect: One creature
Duration: (1d6 + Wisdom modifier) rounds
Casting Time: Automatic
Resistance Roll: N/A
When this spell is used, it causes a protective aura to surround the target, increasing their Defense Score by 1 for the duration of the spell.
Bestow Blessing - Enchantment
Range: 45 ft. - Line of sight
Area of Effect: 20 ft. radius
Duration: (1d6 + Wisdom modifier) rounds
Casting Time: Automatic
Resistance Roll: N/A
This spell empowers all allied creatures within a 20 ft. radius, granting them divine favor. For the duration of the spell, each affected ally gains a +1 bonus to their Attack Score.
Conjure Flame - Combat - Fire
Range: 45 ft. - Line of sight
Area of Effect: Special
Duration: Instantaneous
Casting Time: Automatic
Resistance Roll: Vitality 5+
This spell allows the caster to conjure a small flame, either to ignite a fire or to hurl at a target. If used offensively, the flame can be thrown at a single creature within 45 feet.
On a hit, the target takes 1d6+1 fire damage. The target may make a Vitality Resistance Roll. If a 5 or 6 is rolled, the damage is halved, rounded up.
Create Food - Protection
Range: Touch
Area of Effect: Special
Duration: Instantaneous
Casting Time: 1 round
Resistance Roll: N/A
This spell allows the caster to conjure simple, nourishing food sufficient to feed a number of creatures equal to their Wisdom modifier for one day.
The food appears at the caster's touch and consists of basic fare such as bread, grains, fruit, vegetables, or similar provisions. Although plain and unremarkable, the food provides all the nourishment necessary to sustain those who eat it for the day.
Any food created by this spell that remains uneaten or otherwise unused disappears after 24 hours.
Detect Traps - Divination
Range: 45 ft.
Area of Effect: 30 ft. radius
Duration: Instantaneous
Casting Time: 1 round
Resistance Roll: N/A
This spell allows the caster to sense and identify all mechanical, magical, or natural traps within a 30 ft. radius centered anywhere within 45 feet.
Once the casting is complete, all traps in the affected area are revealed to the caster, including their general type and trigger mechanism.
Detect Undead - Divination
Range: 45 ft.
Area of Effect: 15 ft. radius
Duration: Instantaneous
Casting Time: 1 round
Resistance Roll: N/A
This spell allows the caster to sense the presence of undead forces within a 15 ft. radius centered anywhere within 45 feet. The caster becomes aware of any undead creatures within the affected area.
After casting, the caster must make a Wisdom Ability Roll:
- If no die shows a 5 or 6, the caster can estimate the general strength of the undead.
- If at least one die shows a 5 or 6, the caster can identify the specific type of undead creatures in the affected area.
Illumination - Protection
Range: Self
Area of Effect: 20 ft. radius
Duration: (3 + Wisdom modifier) hours
Casting Time: Automatic
Resistance Roll: N/A
This spell creates a divine glow that radiates from the caster, shedding bright light in a 20 ft. radius and dim light for an additional 10 feet beyond that.
The illumination is bright enough to banish magical and mundane darkness, yet gentle on the eyes. It moves with the caster and lasts for the duration of the spell, creating a constant sphere of radiance.
Invisibility to Undead - Necromancy
Range: 30 ft. - Line of sight
Area of Effect: 15 ft. radius
Duration: (2d6 + Wisdom modifier) rounds
Casting Time: 1 round
Resistance Roll: N/A
This spell renders all creatures within a 15 ft. radius invisible to unintelligent undead. While under the spell's effect, affected creatures may move freely without being noticed or pursued by such undead.
If an affected creature attacks, casts a spell, or otherwise interacts with the undead in a hostile manner, the invisibility is immediately broken for that individual.
Lesser Healing - Healing
Range: Touch
Area of Effect: One creature
Duration: Instantaneous
Casting Time: Automatic
Resistance Roll: N/A
This spell channels divine energy through the caster's touch, restoring 1d6 plus the caster's Wisdom modifier in Hit Points to a living creature, not exceeding the creature's maximum Hit Points.
Sanctify Weapon - Enchantment
Range: Touch
Area of Effect: One weapon
Duration: (1d6 + Wisdom modifier) rounds
Casting Time: Automatic
Resistance Roll: N/A
This spell allows the caster to lay their hand upon a weapon and bless it with temporary divine power.
For the duration of the spell, the affected weapon is considered a magical Holy Weapon, granting it a +2 Attack Score bonus against undead creatures. The weapon otherwise retains its normal Attack Score and other properties.
When the spell ends, the weapon reverts to its original Attack Score and is no longer considered a magical Holy Weapon.
Wind Walker - Protection
Range: 20 ft.
Area of Effect: One creature
Duration: (2d6 + Wisdom modifier) rounds
Casting Time: Automatic
Resistance Roll: N/A
This spell allows one creature within 20 feet that the caster can see to walk upon the air. The target is lifted 2 to 4 feet above the ground and may move freely over water, rough terrain, pits, or traps without triggering or being hindered by them.
The effect lasts for the spell's duration or until dispelled.
Level 2 Divine Spells
Detect Magic/Curse - Divination
Range: 45 ft.
Area of Effect: 15 ft. radius
Duration: Instantaneous
Casting Time: 1 round
Resistance Roll: N/A
This spell allows the caster to detect magical or cursed auras inside a 15 ft. radius within 45 feet. The caster becomes aware of any objects, creatures, or areas imbued with magic, including active spells, enchanted items, or lingering effects.
After casting, the caster must make a Wisdom Ability Roll:
- If no die shows a 5 or 6, the caster can only sense the presence of magic or a curse.
- If at least one die shows a 5 or 6, the caster can identify the precise properties, spell, or curse.
Dispel Magic - Protection
Range: 90 ft. - Line of sight
Area of Effect: One spell or magical effect
Duration: Instantaneous
Casting Time: Automatic
Resistance Roll: N/A
This spell instantly unravels a single magical spell or effect within 90 feet of the caster. The caster must be able to see or clearly identify the magical effect to target it.
If the targeted spell's level is equal to or lower than the caster's highest available spell level, it is dispelled if the caster rolls any 4 or greater on a Wisdom Ability Roll.
If the targeted spell's level is higher than the caster's current spell level, a result of 5 or 6 is required. If the Ability Roll fails, Dispel Magic has no effect.
Dispel Magic has no effect on magical items unless specifically allowed by the GM.
Divine Courage - Enchantment
Range: Touch
Area of Effect: One creature
Duration: (1d6 + Wisdom modifier) rounds
Casting Time: Automatic
Resistance Roll: N/A
Divine Courage instills bravery in a single creature, granting them a +2 bonus to their Attack Score for the duration of the spell.
The affected creature also becomes immune to fear effects and receives a +1 bonus to their Charisma modifier while the spell is active.
Divine Warning - Divination
Range: Special
Area of Effect: 30 ft. radius
Duration: (2d6 + Wisdom modifier) rounds
Casting Time: 1 round
Resistance Roll: N/A
This spell grants the caster and all allies within a 15 ft. radius a divine awareness of hidden or approaching danger.
For the duration of the spell, each affected creature can sense danger within 30 feet and cannot be surprised by any threat originating within that area.
This awareness moves with each affected creature and remains active for the full duration of the spell.
Draw Water - Protection
Range: Touch
Area of Effect: Special
Duration: Instantaneous
Casting Time: 1 round
Resistance Roll: N/A
This spell allows the caster to conjure fresh water from thin air, producing up to a number of gallons equal to their Wisdom modifier.
The water appears at the caster's touch and may be directed into a container at the rate of 1 gallon every 2 rounds. If no container is present, the water simply spills onto the ground.
Harm Undead - Necromancy
Range: 60 ft. - Line of sight
Area of Effect: 20 ft. radius
Duration: Instantaneous
Casting Time: Automatic
Resistance Roll: Vitality 6
This spell unleashes divine power that harms all undead creatures within a 20 ft. radius. Each affected creature takes 1d6+1 plus the caster's Wisdom modifier in damage.
Affected creatures must make a Vitality Resistance Roll. If a 6 is rolled, the damage is halved, rounded up.
Healing Mist - Healing
Range: 60 ft. - Line of sight
Area of Effect: 30 ft. radius
Duration: Instantaneous
Casting Time: Automatic
Resistance Roll: N/A
When this spell is cast, a cool, restorative mist settles over all allies within a 30 ft. radius. Each affected creature regains 1d6 plus the caster's Wisdom modifier in Hit Points, not exceeding their maximum Hit Point total.
Mute Creature - Enchantment
Range: 60 ft. - Line of sight
Area of Effect: One creature
Duration: (1d6 + Wisdom modifier) rounds
Casting Time: Automatic
Resistance Roll: Wisdom 6
When this spell is cast, one creature within the caster's line of sight is suddenly silenced, losing the ability to speak or cast spells with verbal components.
The effect lasts for the spell's duration unless the target succeeds on a Wisdom Resistance Roll by rolling a 6, in which case the spell is immediately broken.
Purify - Healing
Range: Touch
Area of Effect: One creature
Duration: Instantaneous
Casting Time: Automatic
Resistance Roll: N/A
This spell allows the caster to lay their hands upon a poisoned creature, instantly neutralizing the poison, cleansing it from their system, and ending any poison effects.
Remove Curse - Abjuration
Range: Touch
Area of Effect: One creature or object
Duration: Instantaneous
Casting Time: 1 round
Resistance Roll: N/A
This spell allows the caster to dispel one curse afflicting a creature or object. The caster places their hand upon the target, channeling divine power to end the malignant force.
The curse is removed immediately, freeing the target or object from any curse, magical bindings, harmful enchantments, or madness. Cursed objects are then rendered safe to remove or discard.
Sacred Ground - Protection
Range: 30 ft. - Line of sight
Area of Effect: 20 ft. radius
Duration: (2d6 + Wisdom modifier) rounds
Casting Time: 1 round
Resistance Roll: N/A
This spell allows the caster to sanctify an area with a divine aura, making the ground itself hostile to the undead.
For the duration of the spell, all undead creatures within the affected area suffer a -1 penalty to their Attack Score. Undead creatures that enter the Sacred Ground after the spell has been cast are likewise affected and remain so for as long as they remain within the area.
The sanctified area remains fixed at the location where the spell was cast and does not move with the caster.
Level 3 Divine Spells
Cure Disease - Healing
Range: Touch
Area of Effect: One creature
Duration: Instantaneous
Casting Time: Automatic
Resistance Roll: N/A
This spell allows the caster to lay hands upon a diseased creature, instantly curing them of all diseases and purging the illness from their body.
The restoration is complete and permanent, though it does not reverse damage, such as the loss of Hit Points, already caused by the disease.
Disable Creature - Enchantment
Range: 45 ft. - Line of sight
Area of Effect: One creature
Duration: (1d6 + Wisdom modifier) rounds
Casting Time: Automatic
Resistance Roll: Vitality 6
This spell renders a single creature within 45 feet completely incapacitated. While affected, the creature cannot move, speak, or take any actions.
At the start of each of their turns, the target may attempt a Vitality Resistance Roll. If a 6 is rolled, the spell's effect is immediately broken.
Divine Portal - Divination
Range: 10 ft. - Line of sight
Area of Effect: 10 ft. × 10 ft. portal
Duration: (1 + Wisdom modifier) hours
Casting Time: 1 hour
Resistance Roll: N/A
This spell allows the caster to conjure a portal up to 10 feet away. The gate appears as a 10 ft. by 10 ft. doorway, standing upright and suspended in the air.
Any creature that steps through the gate is instantly transported to a predetermined location already known to the caster. The destination must be a place the caster has personally visited, observed, or researched in detail.
The gate remains open for the duration of the spell, allowing two-way travel between the two locations. If the spell ends or is dispelled, the portal immediately collapses and severs the connection.
Divine Sight - Divination
Range: Self
Area of Effect: Special
Duration: (1d6 + Wisdom modifier) rounds
Casting Time: Automatic
Resistance Roll: N/A
This spell grants the caster divine sight, allowing them to perceive the true nature of things hidden or altered by magic.
For the duration of the spell, invisible creatures and objects become visible to the caster, while magical illusions and disguises are immediately recognized for what they are. Creatures or objects concealed by magical means can likewise be seen normally.
To the caster, such things appear alongside their magical alteration, allowing the caster to distinguish what is real from what has been changed or concealed by magic.
Grand Benediction - Protection
Range: 60 ft. - Line of sight
Area of Effect: 30 ft. radius
Duration: (2d6 + Wisdom modifier) rounds
Casting Time: Automatic
Resistance Roll: N/A
This spell bestows divine protection upon all allies within a 30 ft. radius. Each affected creature gains a +2 bonus to their Defense Score for the duration of the spell.
Greater Healing - Healing
Range: Touch
Area of Effect: One creature
Duration: Instantaneous
Casting Time: Automatic
Resistance Roll: N/A
This spell allows the caster to lay hands upon a wounded creature, channeling potent divine energy to restore health. The target regains 2d6 plus the caster's Wisdom modifier in Hit Points, not exceeding their maximum Hit Point total.
Mark of Judgment - Enchantment
Range: 60 ft. - Line of sight
Area of Effect: One creature
Duration: (1d6 + Wisdom modifier) rounds
Casting Time: Automatic
Resistance Roll: Wisdom 6
This spell allows the caster to place a divine mark of judgment upon a creature chosen by the caster.
If the creature fails its Wisdom Resistance Roll, the mark remains upon it for the duration of the spell.
For as long as the Mark of Judgment persists, all damage inflicted upon the affected creature is doubled after the damage has been calculated.
Raise Dead - Necromancy
Range: Touch
Area of Effect: One creature
Duration: Instantaneous
Casting Time: 3 rounds
Resistance Roll: N/A
This spell allows the caster to restore life to a single fallen creature. The caster lays hands upon the dead, channeling divine energy to return the creature to life with 1d6 plus the caster's Wisdom modifier in Hit Points.
After casting the spell, the caster must make a Wisdom Ability Roll. If they fail to roll a 4 or greater on at least one die, the revived creature permanently loses 1 point from their Vitality Score, adjusting their Vitality modifier if necessary.
Regeneration - Healing
Range: Touch
Area of Effect: One creature
Duration: (3d6 + Wisdom modifier) rounds
Casting Time: 1 round
Resistance Roll: N/A
This spell grants the target divine regenerative power, allowing them to recover 2 lost Hit Points at the end of each of their turns, not exceeding the creature's maximum Hit Points.
If the creature is killed during this time, the regeneration effect immediately ends.
Summon Undead - Necromancy
Range: 15 ft.
Area of Effect: Special
Duration: Special
Casting Time: 1 round
Resistance Roll: N/A
This spell conjures undead creatures that immediately surround the caster and follow their instructions. The caster may summon either skeletons or zombies, rolling 1d6 and adding their Charisma modifier. The result equals the number of creatures summoned.
The summoned creatures assume the attributes, Ability Scores, and Hit Points listed in the bestiary. They remain animated until they are dismissed or destroyed.
Level 4 Divine Spells
Celestial Fortitude - Protection
Range: 60 ft. - Line of sight
Area of Effect: One creature
Duration: (3d6 + Wisdom modifier) rounds
Casting Time: 1 round
Resistance Roll: N/A
This spell imbues a single creature in the caster's sight with divine vitality, temporarily doubling both their current and maximum Hit Points for the spell's duration.
When the spell ends, the creature's maximum Hit Points return to normal. If their current Hit Points exceed the normal maximum, they are reduced to match that maximum.
Command Creature - Enchantment
Range: 45 ft. - Line of sight
Area of Effect: One creature
Duration: (2d6 + Wisdom modifier) rounds
Casting Time: 1 round
Resistance Roll: Wisdom 6
This spell allows the caster to seize control of one creature within 45 feet. The target must succeed on a Wisdom Resistance Roll by rolling a 6. Otherwise, they immediately come under the caster's control and follow spoken or telepathic commands for the duration of the spell.
While controlled, the creature may not take any independent actions.
Divine Judgment - Necromancy
Range: 120 ft. - Line of sight
Area of Effect: 30 ft. radius
Duration: Instantaneous
Casting Time: Automatic
Resistance Roll: Vitality 5+
This spell calls down a blinding pillar of holy radiance upon all undead creatures within a 30 ft. radius. Unintelligent undead are instantly destroyed, up to a total Hit Point value equal to 5d6 plus the caster's Wisdom modifier.
Intelligent undead are not destroyed but instead take 1d6 plus the caster's Wisdom modifier in damage. These creatures may make a Vitality Resistance Roll. If any 5 or 6 is rolled, the damage is halved, rounded up.
Fire Storm - Combat - Fire
Range: 180 ft. - Line of sight
Area of Effect: 30 ft. radius
Duration: Instantaneous
Casting Time: Automatic
Resistance Roll: Vitality 5+
This spell calls down a devastating storm of divine fire upon an area with a 30 ft. radius. All creatures caught in the flames suffer 3d6 plus the caster's Wisdom modifier in fire damage.
Each affected creature may attempt a Vitality Resistance Roll. If a 5 or 6 is rolled, the damage is halved, rounded up.
Razor Ring - Combat
Range: 45 ft. - Line of sight
Area of Effect: 5 ft. radius around one creature
Duration: (2d6 + Wisdom modifier) rounds
Casting Time: 1 round
Resistance Roll: Vitality 5+
This spell conjures a ring of spinning, razor-sharp blades that surround one creature within 45 feet. The blades form a circle with a 5 ft. radius centered on the target but do not harm them.
Any other creature that is adjacent to or moves through the ring takes 1d6+3 damage and must make a Vitality Resistance Roll. If a 5 or 6 is rolled, the damage is halved, rounded up.
Renewal - Healing
Range: 60 ft.
Area of Effect: 30 ft. radius
Duration: Instantaneous
Casting Time: Automatic
Resistance Roll: N/A
This spell channels divine energy to restore health to all allies within a 30 ft. radius. Each affected creature regains 2d6 plus the caster's Wisdom modifier in Hit Points, not exceeding their maximum Hit Point total.
Resurrection - Necromancy
Range: Touch
Area of Effect: One creature
Duration: Instantaneous
Casting Time: 3 rounds
Resistance Roll: N/A
This powerful spell allows the caster to fully restore life to a single fallen creature. The caster lays hands upon the dead, channeling divine energy to return them to life with all Hit Points fully restored.
After casting, the caster must make a Wisdom Ability Roll. If they fail to roll at least one 4 or greater, the resurrection fails catastrophically, the body turns to ash, and the creature is permanently lost.
Quake - Combat
Range: 240 ft.
Area of Effect: 30 ft. radius
Duration: (2d6 + Wisdom modifier) rounds
Casting Time: 2 rounds
Resistance Roll: Dexterity 6
This spell causes the ground within a 30 ft. radius to rupture violently, opening jagged fissures and creating unstable terrain.
All creatures in the affected area have their Movement Speed reduced to Sluggish and must make a Dexterity Resistance Roll at the beginning of each round they remain inside.
If a creature fails to roll a 6, it loses its footing and plunges into a collapsing void, vanishing into the chasm and becoming lost forever in the darkness beneath.