Priest Spells
Priest magic is miraculous, sacred, and instinctive. Priests who offend their gods might lose the ability to cast spells until they can undertake penance.
Range: Close
Your touch restores ebbing life. Roll a number of d6s equal to 1 + half your level (rounded down). One target you touch regains that many hit points.
Range: Close
One weapon you touch is imbued with a sacred blessing. The weapon becomes magical and has +1 to attack and damage rolls for the duration.
Range: Close
One object you touch glows with bright, heatless light, illuminating out to a near distance for 1 hour of real time.
Range: Close
For the spell’s duration, chaotic beings have disadvantage on attack rolls and hostile spellcasting checks against the target. These beings also can’t possess, compel, or beguile it.
When cast on an already possessed target, the possessing entity makes a CHA save vs. a spellcasting check. On a failure, the entity is expelled.
Range: Self
A protective force wrought of your holy conviction surrounds you. You gain a +2 bonus to your armor class for the duration.
Range: Near
You rebuke undead creatures, forcing them to flee. You must present a holy symbol to cast this spell. Undead creatures within near of you must make a CHA save vs. your spellcasting check. If a creature fails by 10+ points and is equal to or less than your level, it is destroyed. Otherwise, on a fail, it flees from you for 5 rounds.
Range: Self With this spell, you discern the significance of supernatural signs and omens. Pose one question regarding a particular course of action to the GM. They will then indicate whether the action will result in "fortune" or "misfortune." However, the signs are not always clear.
Range: Near You speak forth a divine censure, causing blindness or deafness to one creature within your sight range. The afflicted creature suffers disadvantage on any tasks that rely on the sense it has lost.
Range: Close By touching a creature, you grant it a luck token.
Range: Close By touching a weapon, you envelop it in purifying flames, granting it additional damage of 1d4 (1d6 against undead) for the duration.
Range: Near You summon punishing flames upon a creature within your sight range, causing it to suffer 1d6 damage.
Range: Near You compel a creature within your sight to speak only the truth. While within range, it cannot utter a deliberate lie.
Range: Far
You issue a verbal command to one creature in range who can understand you. The command must be one word, such as “kneel.” The target obeys the command for as long as you focus. If your command is ever directly harmful to the creature, it may make a Charisma check vs. your last spellcasting check. On a success, the spell ends.
Range: Close
You instantly send an undead creature you touch to its final afterlife, destroying it utterly. You can target an undead creature of LV 7 or less.
Range: Near
All allies within near range of you regain 2d6 hit points.
Range: Near
You rebuke creatures who oppose your alignment, forcing them to flee. You must present a holy symbol to cast this spell. If you are lawful or neutral, this spell affects demons, devils, and outsiders. If you are chaotic, this spell affects angels and natural creatures of the wild. Affected creatures within near of you must make a CHA check vs. your spellcasting check. If a creature fails by 10+ points and is equal to or less than your level, it is destroyed. Otherwise, on a fail, it flees from you for 5 rounds.
Range: Close
With the touch of your hands, you expunge curses and illnesses. One curse, illness, or affliction of your choice affecting the target creature ends.
Range: Self
You seek your god's counsel. Ask the GM up to three yes or no questions. The GM truthfully answers "yes" or "no" to each. If you cast this spell more than once in 24 hours, treat a failed spellcasting check for it as a critical failure, instead.
Range: Far
You move and shape water. You can cause a section of water up to 100 feet in width and depth to change shape, defy gravity, or flow in a different direction.
Range: Far
You call down a column of divine fire that strikes a creature or area within range. The target takes 2d6 damage.
Range: Near
A creature you target turns into a statue made of hardened salt. You can target a creature you can see of LV 4 or less. If you successfully focus on this spell for 3 rounds in a row, the transformation becomes permanent.
Range: Close
A creature you touch regains 1d4 hit points on your turn for the duration. This spell also regrows lost body parts.
Range: Self
Your weapons become magical +2 and deal an additional d8 damage for the spell's duration.
Range: Self
You become the divine avatar of your god's wrath, wreathed in holy flames or a black aura of smoldering corruption. For the spell's duration, you can fly a near distance, your weapons are magical, and you have a +4 bonus to your weapon attacks and damage.
Range: Close
One creature you touch is healed to full hit points. You cannot cast this spell again until you complete a rest.
Range: Close
You instantly banish a creature you touch, sending it and all possessions it carries to face the judgment of your god. You can banish an intelligent creature of LV 10 or less. When the creature returns in 5 rounds, it has been healed to full hit points if its deeds pleased your god. It has been reduced to 1 hit point if its deeds angered your god. If your god can't judge its actions, it is unchanged.
Range: Self
You commune directly with your god for guidance. Ask the GM one question. The GM answers the question truthfully using the knowledge your god possesses. Deities are mighty, but not omniscient. You cannot cast this spell again until you complete penance.
TIER ONE SPELLS
CURE WOUNDS
Duration: InstantRange: Close
Your touch restores ebbing life. Roll a number of d6s equal to 1 + half your level (rounded down). One target you touch regains that many hit points.
HOLY WEAPON
Duration: 5 roundsRange: Close
One weapon you touch is imbued with a sacred blessing. The weapon becomes magical and has +1 to attack and damage rolls for the duration.
LIGHT
Duration: 1 hourRange: Close
One object you touch glows with bright, heatless light, illuminating out to a near distance for 1 hour of real time.
PROTECTION FROM EVIL
Duration: FocusRange: Close
For the spell’s duration, chaotic beings have disadvantage on attack rolls and hostile spellcasting checks against the target. These beings also can’t possess, compel, or beguile it.
When cast on an already possessed target, the possessing entity makes a CHA save vs. a spellcasting check. On a failure, the entity is expelled.
SHIELD OF FAITH
Duration: 5 roundsRange: Self
A protective force wrought of your holy conviction surrounds you. You gain a +2 bonus to your armor class for the duration.
TURN UNDEAD
Duration: InstantRange: Near
You rebuke undead creatures, forcing them to flee. You must present a holy symbol to cast this spell. Undead creatures within near of you must make a CHA save vs. your spellcasting check. If a creature fails by 10+ points and is equal to or less than your level, it is destroyed. Otherwise, on a fail, it flees from you for 5 rounds.
TIER TWO SPELLS
AUGURY
Duration: InstantRange: Self With this spell, you discern the significance of supernatural signs and omens. Pose one question regarding a particular course of action to the GM. They will then indicate whether the action will result in "fortune" or "misfortune." However, the signs are not always clear.
BLIND
Duration: FocusRange: Near You speak forth a divine censure, causing blindness or deafness to one creature within your sight range. The afflicted creature suffers disadvantage on any tasks that rely on the sense it has lost.
BLESS
Duration: InstantRange: Close By touching a creature, you grant it a luck token.
CLEANSING WEAPON
Duration: 5 roundsRange: Close By touching a weapon, you envelop it in purifying flames, granting it additional damage of 1d4 (1d6 against undead) for the duration.
SMITE
Duration: InstantRange: Near You summon punishing flames upon a creature within your sight range, causing it to suffer 1d6 damage.
ZONE OF TRUTH
Duration: FocusRange: Near You compel a creature within your sight to speak only the truth. While within range, it cannot utter a deliberate lie.
TIER THREE SPELLS
COMMAND
Duration: FocusRange: Far
You issue a verbal command to one creature in range who can understand you. The command must be one word, such as “kneel.” The target obeys the command for as long as you focus. If your command is ever directly harmful to the creature, it may make a Charisma check vs. your last spellcasting check. On a success, the spell ends.
LAY TO REST
Duration: InstantRange: Close
You instantly send an undead creature you touch to its final afterlife, destroying it utterly. You can target an undead creature of LV 7 or less.
MASS CURE
Duration: InstantRange: Near
All allies within near range of you regain 2d6 hit points.
REBUKE UNHOLY
Duration: InstantRange: Near
You rebuke creatures who oppose your alignment, forcing them to flee. You must present a holy symbol to cast this spell. If you are lawful or neutral, this spell affects demons, devils, and outsiders. If you are chaotic, this spell affects angels and natural creatures of the wild. Affected creatures within near of you must make a CHA check vs. your spellcasting check. If a creature fails by 10+ points and is equal to or less than your level, it is destroyed. Otherwise, on a fail, it flees from you for 5 rounds.
RESTORATION
Duration: InstantRange: Close
With the touch of your hands, you expunge curses and illnesses. One curse, illness, or affliction of your choice affecting the target creature ends.
TIER FOUR SPELLS
COMMUNE
Duration: InstantRange: Self
You seek your god's counsel. Ask the GM up to three yes or no questions. The GM truthfully answers "yes" or "no" to each. If you cast this spell more than once in 24 hours, treat a failed spellcasting check for it as a critical failure, instead.
CONTROL WATER
Duration: FocusRange: Far
You move and shape water. You can cause a section of water up to 100 feet in width and depth to change shape, defy gravity, or flow in a different direction.
FLAME STRIKE
Duration: InstantRange: Far
You call down a column of divine fire that strikes a creature or area within range. The target takes 2d6 damage.
PILLAR OF SALT
Duration: FocusRange: Near
A creature you target turns into a statue made of hardened salt. You can target a creature you can see of LV 4 or less. If you successfully focus on this spell for 3 rounds in a row, the transformation becomes permanent.
REGENERATE
Duration: FocusRange: Close
A creature you touch regains 1d4 hit points on your turn for the duration. This spell also regrows lost body parts.
WRATH
Duration: 10 roundsRange: Self
Your weapons become magical +2 and deal an additional d8 damage for the spell's duration.
TIER FIVE SPELLS
DIVINE VENGEANCE
Duration: 10 RoundsRange: Self
You become the divine avatar of your god's wrath, wreathed in holy flames or a black aura of smoldering corruption. For the spell's duration, you can fly a near distance, your weapons are magical, and you have a +4 bonus to your weapon attacks and damage.
HEAL
Duration: InstantRange: Close
One creature you touch is healed to full hit points. You cannot cast this spell again until you complete a rest.
JUDGMENT
Duration: 5 roundsRange: Close
You instantly banish a creature you touch, sending it and all possessions it carries to face the judgment of your god. You can banish an intelligent creature of LV 10 or less. When the creature returns in 5 rounds, it has been healed to full hit points if its deeds pleased your god. It has been reduced to 1 hit point if its deeds angered your god. If your god can't judge its actions, it is unchanged.
PROPHECY
Duration: InstantRange: Self
You commune directly with your god for guidance. Ask the GM one question. The GM answers the question truthfully using the knowledge your god possesses. Deities are mighty, but not omniscient. You cannot cast this spell again until you complete penance.
Comments