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divine_spell_descriptions [2020/02/03 17:57] – edit andrewdivine_spell_descriptions [2020/12/21 00:08] (current) dave
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 ===== Arm of King David =====  ===== Arm of King David =====
 2nd Level Divine Miracle (Smite)\\  2nd Level Divine Miracle (Smite)\\
-(1 Samuel 17:45-47) By calling on the memory of David, you take on the mantle of a blessed warrior of the almighty. Cast as a quick action, you can make attacks each time you take the attack action for 1 minute. (C)+(1 Samuel 17:45-47) By calling on the memory of David, you take on the mantle of a blessed warrior of the almighty. Cast as a quick action, you can make two attacks each time you take the attack action for 1 minute. (C)
  
 ===== Armor of Light =====  ===== Armor of Light =====
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 ===== Guardians of Elisha =====  ===== Guardians of Elisha =====
 3rd Level Divine Miracle (Summoning)\\  3rd Level Divine Miracle (Summoning)\\
-(2 Kings 2:23-25) You cause 1d4 black bears to appear and attack any creature that has attacked you or mocked your bald head. The bears serve for ten minutes before they wander away back into the wilderness. (C)+(2 Kings 2:23-25) You cause 1D4 black bears to appear and attack any creature that has attacked you or mocked your bald head. The bears serve for ten minutes before they wander away back into the wilderness. (C)
  
 ===== Hail Mary =====  ===== Hail Mary =====
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 ===== Holy Aura =====  ===== Holy Aura =====
 5th Level Divine Miracle (Abjuration)\\  5th Level Divine Miracle (Abjuration)\\
-For 1 minute, divine light washes out from you and coalesces in a soft radiance in a 30 foot radius around you. Creatures of your choice in that radius when you cast this spell shed dim light in a 5 foot radius and have advantage on all attacks and checks, and other creatures have disadvantage on attack rolls against them. In addition, when an evil creature hits an affected creature with a melee attack, the aura flashes with brilliant light and the evil attacker takes 2D10 radiant damage and are blinded unless they make a successful CON check in which case they are not blinded and only take half damage. (C) (C)+For 1 minute, divine light washes out from you and coalesces in a soft radiance in a 30 foot radius around you. Creatures of your choice in that aura shed dim light in a 5 foot radius and have advantage on all attacks and checks, and other creatures have disadvantage on attack rolls against them. In addition, when an Evil creature hits an affected creature with a melee attack, the aura flashes with brilliant light and the Evil attacker takes 2D10 radiant damage and are blinded unless they make a successful CON check in which case they are not blinded and only take half damage. (C)
  
 ===== Holy Chant =====  ===== Holy Chant =====
 1st Level Divine Miracle (Support)\\  1st Level Divine Miracle (Support)\\
-(Ephesians 5:19) Your words fill your allies with a mighty resolve.All allies that can hear you within 30' gain +1D4 to all attack rolls and checks as long as you chant (concentrate). (C)+(Ephesians 5:19) Your words fill your allies with a mighty resolve. All allies that can hear you within 20' gain +1D4 to all attack rolls and checks as long as you chant (concentrate). (C)
  
 ===== Holy Dawn =====  ===== Holy Dawn =====
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 ===== I Shall Fear No Evil =====  ===== I Shall Fear No Evil =====
 2nd Level Divine Miracle (Abjuration)\\  2nd Level Divine Miracle (Abjuration)\\
-(Psalm 23:4) You and 1/level allies are made immune to fear for ten minutes. They automaticaly make any morale checks, and gain advantage on any stress checks. (C)+(Psalm 23:4) You and 1/level allies are made immune to fear for ten minutes. They automaticaly make any morale checks, and gain advantage on any [[stress]] checks. (C)
  
 ===== Illuminate =====  ===== Illuminate =====
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 ===== It Shall Not Avail =====  ===== It Shall Not Avail =====
 3rd Level Divine Miracle (Healing)\\  3rd Level Divine Miracle (Healing)\\
-(Luke 9:1) You touch a creature and can end either one disease, curse, or one condition afflicting it. The condition can be blinded, deafened, paralyzed, poisoned or staggered. If cast as a ritual, it additionally heals 1D6 points of damage. (C)+(Luke 9:1) You touch a creature and can either end one disease, end one curse, restore one point of [[stress|stress or exhaustion]] or end one condition afflicting it. The [[conditions|condition]] can be blinded, deafened, paralyzed, poisoned or staggered. If cast as a ritual, it additionally heals 1D6 points of damage. (C)
  
 ===== Light of the World =====  ===== Light of the World =====
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 ===== Restoration =====  ===== Restoration =====
 3rd Level Divine Miracle (Healing)\\  3rd Level Divine Miracle (Healing)\\
-(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)+(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, removes all [[stress|stress and exhaustion]], restores lost ability score points, repairs destroyed/lost limbs, and 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)
  
 ===== Restraining Hand of the Angels =====  ===== Restraining Hand of the Angels =====
 2nd Level Divine Miracle (Control)\\ 2nd Level Divine Miracle (Control)\\
-(Psalm 78:49) Creatures and spirits within 20' of a point you can see are restrained for 2D4 rounds. Concentration. (A, S)+(Psalm 78:49) For 2D4 rounds, or for as long as you can maintain [[concentration]], all creatures and spirits within 20' of a point you can see are [[conditions#restrained|restrained]] (A, S)
  
 ===== Righteous Freedom =====  ===== Righteous Freedom =====
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 ===== Smite the Godless =====  ===== Smite the Godless =====
 3rd Level Divine Miracle (Smite)\\  3rd Level Divine Miracle (Smite)\\
-(Isaiah 66:24) You or ally gain advantage to all attacks vs. Evil for ten minutes. (C)+(Isaiah 66:24) You or an ally gain advantage to all attacks vs. Evil for ten minutes. (C)
  
 ===== Stench of Evil =====  ===== Stench of Evil =====
 Divine Cantrip (Exorcism)\\  Divine Cantrip (Exorcism)\\
-As a quick action, you can sense the presence and location of any unseen evil-aligned creatures such as spirits or demons. As long as you continue to [[concentration|concentrate]] on their location, you may target invisible or immaterial beings as though you can see them.+As an action, you can sense the presence and location of any unseen evil-aligned creatures such as spirits or demons. As long as you continue to [[concentration|concentrate]] on their location, you may target invisible or immaterial beings as though you can see them.
 ===== Sticks to Snakes =====  ===== Sticks to Snakes =====
 2nd Level Divine Miracle (Summoning)\\  2nd Level Divine Miracle (Summoning)\\
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 ===== Turn Undead =====  ===== Turn Undead =====
 1st Level Divine Miracle (Exorcism)\\  1st Level Divine Miracle (Exorcism)\\
-(Revelation 9:6) As an action, you present your holy symbol and speak a prayer censuring the unclean. On a successful magic attack any undead and ghostly targets (but not demons or other spirits) within 30', with HD less than twice your current level must must spend its turns trying to move as far away from you as it can, and can't willingly move to a space within 30 feet of you. They also can't take quick actions, and must only use its active action to try to escape further from you. If there's nowhere to move, affected creatures can use the Dodge action. (A, S)+(Revelation 9:6) As an action, you present your holy symbol and speak a prayer censuring the unclean. On a successful magic attack any undead and ghostly targets (but not demons or other spirits) within 30', with HD less than  or equal twice your current level must must spend its turn trying to move as far away from you as it can, and can't willingly move to a space within 30 feet of you. They also can't take quick actions, and must only use its active action to try to escape further from you. If there's nowhere to move, affected creatures can use the Dodge action. The Turn is maintained as long as the zealot uses his Active Action each round and makes a standard Wisdom Saving Throw each round.(A, S)
  
 ===== Wonder =====  ===== Wonder =====
divine_spell_descriptions.1580752659.txt.gz · Last modified: 2020/02/03 17:57 by andrew