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.  

TIER ONE SPELLS


CURE WOUNDS

Duration: Instant
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.
   

HOLY WEAPON

Duration: 5 rounds
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.    

LIGHT

Duration: 1 hour
Range: 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: Focus
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.    

SHIELD OF FAITH

Duration: 5 rounds
Range: 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: Instant
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.


TIER TWO SPELLS


AUGURY

Duration: Instant
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.    

BLIND

Duration: Focus
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.    

BLESS

Duration: Instant
Range: Close   By touching a creature, you grant it a luck token.    

CLEANSING WEAPON

Duration: 5 rounds
Range: 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: Instant
Range: Near   You summon punishing flames upon a creature within your sight range, causing it to suffer 1d6 damage.    

ZONE OF TRUTH

Duration: Focus
Range: 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: Focus
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.

 

LAY TO REST

Duration: Instant
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.

 

MASS CURE

Duration: Instant
Range: Near
  All allies within near range of you regain 2d6 hit points.    

REBUKE UNHOLY

Duration: Instant
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.

 

RESTORATION

Duration: Instant
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.

TIER FOUR SPELLS


   

COMMUNE

Duration: Instant
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.    

CONTROL WATER

Duration: Focus
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.    

FLAME STRIKE

Duration: Instant
Range: 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: Focus
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.    

REGENERATE

Duration: Focus
Range: 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 rounds
Range: Self
Your weapons become magical +2 and deal an additional d8 damage for the spell's duration.      

TIER FIVE SPELLS


 

DIVINE VENGEANCE

Duration: 10 Rounds
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.    

HEAL

Duration: Instant
Range: 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 rounds
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.    

PROPHECY

Duration: Instant
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.  

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