Table of Contents

Divine Miracles

Divine spells in Eldritch Earth fall in one of these general spell categories, each with a level of power ranging from cantrip to 5th level

Almighty Guidance

5th Level Divine Miracle (Support)
(Psalm 32:8) You touch a willing creature and bestow a limited ability to see into the immediate future. For eight hours, the target can't be surprised and has advantage on attack rolls and ability checks. Additionally, other creatures have disadvantage on attack rolls and spell attacks against the target. This spell immediately ends if you cast it again before its duration ends.

Angelic Sentinels

3rd Level Divine Miracle (Smite)
(Luke 4:10) Once this spell is cast, for one minute or for as long as you concentrate, you create an area within 15' of you where your enemies movement is halved. Additionally, you may spend your quick action to force all enemies within that same area to take 1d8/3 levels rounded up radiant damage, or half as much if they make a successful WIS check. (C)

Arm of King David

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 two attacks each time you take the attack action for 1 minute. (C)

Armor of Light

2nd Level Divine Miracle (Abjuration)
(Romans 13:12) Your whispered prayer calls a blessing of protection in battle. Cast as a quick action, you raise your AC +2 for one minute. (C)

Beast Bond

2nd Level Divine Miracle (Summoning)
(Numbers 22:28-30) The might of the lord sparks the spirit of a number of animals, moving them to speech and intellect. No more than 1/level of domesticated animals you personally own (e.g. horse, donkey, ox, dog, puma) gains the ability and intelligence to speak only to you for 1 hour/level. During that period, these animals may act independently like henchmen. These animals will not take on any tasks that are obviously suicidal, and will make morale checks just like any other sentient henchman. (C)

Behold His Mighty Hand

4th Level Divine Miracle (Control)
(Exodus 14:21-22) Conjure or control air, earth, fire or water as the arcane spell Sculpt Element (C)

Blessing of St. James

4th Level Divine Miracle (Smite)
(James 5:11) You touch 1 weapon, which is then considered “blessed” and can attack incorporeal targets directly. The blessing lasts 1 hour. (C, S)

Blessing of St. Luke

4th Level Divine Miracle (Healing)
(Ezekiel 37:4-6) Your prayers to heal tendons and regrow bone are answered as 1 target/level within 30' of you is healed 3d8 points of damage. (C)

Blessing of the Holy Spirit

5th Level Divine Miracle (Healing)
(Deuteronomy 32:39) In a 20' radius area, you heal any and all friends for 4d8 points of damage while any enemies, both physical and spiritual, are damaged for 4d8 radiant damage. (A, S)

Cast Out Devils

1st Level Divine Miracle (Exorcism)
(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 where it can be slain or driven into the sea. This spell will only work against spirits with HD equal to or less than the caster. In order for this to work, the caster must touch the possessed person. (A, S)

Command the Godless

1st Level Divine Miracle (Control)
(2 Chronicles 20:6) On a successful magical attack, a number of enemies equal to your level that you can see within 30' of each other comply with a one-word command. (A)

Commune

5th Level Divine Miracle (Summoning)
(Psalm 20:1) You ask a question an angel or saint. They give their reply to the best of their (albeit heavenly) ability. (C)

Discern Possession

Divine Cantrip (Exorcism)
By taking a moment of prayer, and briefly speaking with a target on any subject, you can detect whether or not they are possessed by a spirit. This cantrip always works without fail, but on the other hand the demon in possession of the target also immediately knows once a Zealot has successfully detected their presence.

Clever demons will do their best to not engage in a conversation with a thoughtful Zealot, or stay out of the spell's range of 30'. (S)

Divine Word

5th Level Divine Miracle (Exorcism)
You utter a divine word, imbued with the power that shaped the world at the dawn of creation. Choose any number of creatures you can see within 30'. On a successful magical attack these creature suffers an effect based on its current remaining hit points:

Regardless of its current hit points, a celestial, an elemental, a fey, or a fiend that is attacked successfully is forced back to its plane of origin.

Eye for an Eye

4th Level Divine Miracle (Smite)
(Exodus 21:24) Any attack against you is returned on those that harm. For ten minutes whenever a creature damages you they immediately take 1D8 radiant damage. (C, S)

Fire of the Lord

5th Level Divine Miracle (Smite)
(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 12D6 radiant damage. (A, S)

Full Armor of God

3rd Level Divine Miracle (Abjuration)
(Ephesians 6:11) All your allies within 15' gain +2 AC for one minute or for as long as you concentrate. (C)

Get Behind Me, Satan

4th Level Divine Miracle (Exorcism)
(Matthew 16:23) All disembodied spirits within 100' flee in terror for 1d6 hours. (A, S)

God's Creatures

1st Level Divine Miracle (Summoning)
(Genesis 8: 6-12) You choose a familiar small mammal or bird you can see such as a raven, squirrel, or puma to run an errand or scout ahead. When and if they return they can answer up to 1/level yes or no questions. (C)

Gracious Words

2nd Level Divine Miracle (Support)
(Proverbs 16:24) No more than 1/level allies gain +6 temporary hit points for eight hours. (C)

Guardians of Elisha

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)

Hail Mary

1st Level Divine Miracle (Abjuration)
(Psalm 23:4) All attacks on you by Evil creatures are at disadvantage for 1 minute. (C, S)

Heal Wound

1st Level Divine Miracle (Healing)
(Psalms 6:2) As a quick action, you heal 1d8 hit points of damage to a target within 30' in line of sight. (C)

Holy Aura

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 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

1st Level Divine Miracle (Support)
(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

4th Level Divine Miracle (Control)
(Isaiah 58:8) A holy light fills a 40' radius area around you, burning away corruption and evil. All evil creatures and spirits in this area at the very beginning of your round take 1D4 radiant damage. This effect lasts for either ten minutes or until you stop concentrating, whichever comes first. (C,S)

Holy Exorcism

2nd Level Divine Miracle (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)

Holy Weapon

5th Level Divine Miracle (Smite)
(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)

I Shall Fear No Evil

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)

Illuminate

Divine Cantrip (Summoning)
You call on heavenly light to provide a soft light like torchlight from your hand for as long as you concentrate.

It Shall Not Avail

3rd Level Divine Miracle (Healing)
(Luke 9:1) You touch a creature and can either end one disease, end one curse, restore one point of stress or exhaustion or end 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)

Light of the World

3rd Level Divine Miracle (Support)
(John 8:12) This aura bestows hope and vitality. For ten minutes, any allies within 30' of you gain advantage on any WIS checks and death checks and regains the maximum number of hit points possible from any healing. (C)

Messenger of Death

4th Level Divine Miracle (Summoning)
(2 Samuel 24:16-17) An angel of the lord appears to slay for you. Treat this as a 12HD soldier who can fly and become incorporeal to fight spirits and demons. (C)

Our Daily Bread

2nd Level Divine Miracle (Healing)
(Exodus 16) Once this ritual is complete, one target per level is granted nourishment equal to 1 meal and heals 1D6 damage. Over the next 24 hours, a creature that partakes of this blessing makes all CON checks with advantage. (R, C)

Pax Vobiscum

3rd Level Divine Miracle (Control)
(Daniel 6:19-24) All within 30' of a point you can see have no wish to fight unless they themselves are attacked for ten minutes or as long as you continue concentrating. (A, S)

Protection From Death

4th Level Divine Miracle (Abjuration)
(Romans 6:5-7) You touch a creature and grant it a measure of protection from death. The first time the target would drop to 0 hit points as a result of taking damage, the target instead drops to 1 hit point, and the spell ends. If the spell is still in effect when the target is subjected to an effect that would kill it instantaneously without dealing damage, that effect is instead negated against the target, and the spell ends. (C)

Providence

Divine Cantrip (Support)
As a quick action, yourself or touched ally gets +1 on next check.

Purify

2nd Level Divine Miracle (Healing)
(Numbers 8:6) Remove the effects of all poisons on target creature touched. For one hour, that same creature is resistant to poison damage and rolls checks to avioid poison effects with advantage. If cast as a ritual it additionally heals 1D4 points of damage. (C)

Quest

5th Level Divine Miracle (Control)
(Deuteronomy 5:13) You touch one target, and they must complete a stated, achievable, quest, until the target succeeds or dies. (A, S)

Raise Dead

5th Level Divine Miracle (Healing)
(2 Kings 4:32-35) You return a dead creature you touch to life, provided that it has been dead no longer than 10 days. If the creature's soul is both willing and at liberty to rejoin the body, the creature returns to life with 1 hit point.

This spell also neutralizes any poisons and cures nonmagical diseases that affected the creature at the time it died. This spell doesn't, however, remove magical diseases, curses, or similar effects; if these aren't first removed prior to casting the spell, they take effect when the creature returns to life. The spell can't return an undead creature to life.

This spell closes all mortal wounds, but it doesn't restore missing body parts. If the creature is lacking body parts or organs integral for its survival – its head, for instance – the spell automatically fails.

Coming back from the dead is an ordeal. The target takes a -4 penalty to all attack rolls and ability checks. Every time the target finishes a safe rest, the penalty is reduced by 1 until it disappears. (R)

Repair

Divine Cantrip (Abjuration)
This spell repairs a single break or tear in a damaged mundane object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage. For any equipment that has broken or taken durability damage, this spell restores it back to its full durability rating.

This spell can physically repair a magic item or construct, but the spell can't necessarily restore magic to such an object.

Requiescat in Pace

4th Level Divine Miracle (Exorcism)
(Colossians 2:2) All undead with HD less than you within 30' are destroyed. (A)

Restoration

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, removes all 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

2nd Level Divine Miracle (Control)
(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 restrained. (A, S)

Righteous Freedom

4th Level Divine Miracle (Support)
(Psalm 119:45) You touch a willing creature. For ten minutes, the target's movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce the target's speed nor cause the target to be paralyzed or restrained. The target can also spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has it grappled. Finally, being underwater imposes no penalties on the target's movement or attacks. (C)

Sanctuary

3rd Level Divine Miracle (Abjuration)
(Exodus 25:8) You create a 20'x20' area within your view that any enemy must make a contested WIS check to enter. Concentration. (C, S)

Smite Heathen

1st Level Divine Miracle (Smite)
(Deuteronomy 7:2) As a quick action you say a prayer that allows you to do an additional 1D4 radiant damage on your next melee attack that hits during the next minute. The spell is complete once you hit, or once a minute has passed. This spell requires concentration to hold the magic from one round to another, preventing you from stacking the spell several times over. Although conventional weapon attacks do not harm incorporeal spirits, the radiant damage from this spell will harm spirits on a successful hit. (C,S)

Smite the Godless

3rd Level Divine Miracle (Smite)
(Isaiah 66:24) You or an ally gain advantage to all attacks vs. Evil for ten minutes. (C)

Stench of Evil

Divine Cantrip (Exorcism)
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 concentrate on their location, you may target invisible or immaterial beings as though you can see them.

Sticks to Snakes

2nd Level Divine Miracle (Summoning)
(Exodus 7:10) You wave your holy symbol and speak the words of the Lord, transforming up to 5 ordinary wooden sticks within 60' into venomous snakes which you control for 10 minutes. (C)

Sustaining Touch

Divine Cantrip (Healing)
You cause any wounded target touched to stabilize immediately.

Swords to Plowshares

1st Level Divine Miracle (Control)
(Isaiah 2:3–4) You fold your hands in prayer. On a successful magical attack one armed target per level within 30' of you has his normal weapon broken. (A)

Thy Rod and Thy Staff

1st Level Divine Miracle (Smite)
(Exodus 17:8-15) As a quick action, you summon a staff that only you can wield and that does 1d10+WIS magical bludgeoning damage. It lasts 1 minute, counts as a blessed weapon and can attack a spirit or demon directly. (C, S)

Turn Undead

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 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

Divine Cantrip (Control)
You manifest a minor wonder, a sign of supernatural power, within 30'. You create one of the following magical effects within range:

If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.

Words of Purification

3rd Level Divine Miracle (Exorcism)
(Mark 1:23-26) With a single phrase, you remove one spell or effect or cause a spirit or demon possessing a mortal being to flee just as if an hour-long holy exorcism rite had been completed. (A)