Cleric Spells


Light Rote

An item you touch glows with divine light, about as bright as a torch. It gives off no heat or sound and requires no fuel but is otherwise like a mundane torch. You have complete control of the color of the flame. The spell lasts as long as it is in your presence.

Sanctify Rote

Food or water you hold in your hands while you cast this spell is consecrated by your deity. In addition to now being holy or unholy the affected substance is purified of any mundane spoilage.

Guidance Rote

The symbol of your deity appears before you and gestures towards the direction or course of action your deity would have you take then disappears. The message is through gesture only; your communication through this spell is severely limited.

1st Level Spells

Bless Level 1

You deity smiles on the target in combat. They take +1 ongoing so long as battle continues and they stand and fight.

Cure Light Wounds Level 1

At your touch wounds scab and bones cease to ache. Heal an ally of 1d8 damage.

Detect Alignment Level 1

When you cast this spell choose an alignment: Good, Evil, or Neutral. One of your senses is briefly able to detect that alignment. The GM will tell you what here is of that alignment.

Inflict Light Wounds Level 1 Damaging

You open wounds, channeling the wrath of your god. Deal 1d8 damage to the target ignoring armor.

Magic Weapon Level 1 Ongoing

The weapon you hold while casting does +1d4 damage until you dismiss this spell. Until you dismiss this spell you take -1 to Cast a Spell.

Sanctuary Level 1

You make an area holy to your deity. Walk the perimeter of the area. So long as you stay within that area you are alerted whenever someone acts with malice within the sanctuary (including entering with harmful intent). Anyone who receives healing within a Sanctuary heals +1d4 HP.

Speak With Dead Level 1 Death

A corpse converses with you briefly. It will answer any three questions you pose to it to the best of the knowledge it had in life and the knowledge it gained in death.

3rd Level Spells

Animate Dead Level 3 Death

You invoke a hungry spirit to possess a recently-dead body and act for you. This forms a zombie that follows your orders to the best of its limited abilities. Treat the zombie as your character, but with access to only the basic moves. It has a +1 modifier for all stats and 1 HP. You can only have one zombie at a time. You get 1d4 of these effects:

Cure Moderate Wounds Level 3

You staunch bleeding and set bones through magic. Heal an ally of 2d8 damage.

Inflict Moderate Wounds Level 3 Damaging

You break bones and leave gushing wounds. Deal 1d10 damage ignoring armor.

Resurrection Level 3

Tell the GM you would like to resurrect a corpse whose soul has not yet fully departed this world. The GM will tell you "yes, you can resurrect them, but first…" or "yes, you can resurrect them now, but it won't be permanent until…" and then one to all of the things from this list:

Hold Person Level 3

Choose a creature you can see. Until you Cast a Spell or leave their presence they cannot act except to speak. If they're harmed this effect ends.

5th Level Spells

Revelation Level 5

Your deity answers your prayers with a moment of perfect understanding. The GM will explain the root cause of the current situation. When acting on the information, you take +1 Forward.

Cure Critical Wounds Level 5

Heal an ally of 3d8 damage.

Divination Level 5

Name a person, place, or thing you want to learn about. Your deity grants you visions of the target, as clear as if you were there.

Inflict Critical Wounds Level 5 Damaging

You cause horrific harm. Deal 1d8+1d4 damage ignoring armor.

Words of the Unspeaking Level 5

With a touch you speak to the spirits within things. The non-living object you touch responds to three questions you pose, answering them as best it can.

True Seeing Level 5

For a brief moment your vision is opened to the true nature of everything you lay your eyes on. You pierce illusions and see things that have been hidden. The GM will describe the area before you ignoring any illusions and falsehoods, magical or otherwise.

Trap Soul Level 5 Death

When cast in the presence of a ghost or recently dead body this spell traps the soul in a gem you provide. While trapped the soul answers every question posed to it and can not resist your requests. Once released the soul is likely to hold a grudge against its captor.

7th Level Spells

Word of Recall Level 7

Choose a word. The first time after casting this spell that you speak the chosen word, you and any allies touching you when you cast the spell are immediately returned to the exact spot you cast the spell at. Casting Word of Recall again before speaking the word replaces the earlier recall.

Heal Level 7

Touch an ally and you may restore up to your maximum HP to them.

Harm Level 7

Touch an enemy and strike them with divine wrath—deal 2d8 damage to them and 1d6 damage to yourself (ignores armor).

Sever Level 7 Damaging

Choose an appendage on the target such as an arm, tentacle, or wing. The appendage is magically severed from their body, causing no damage but considerable pain. Missing an appendage may, for example, keep a winged creature from flying, or a bull from goring you on its horns. While you maintain the spell you take -1 to Cast a Spell.

Mark of Death Level 7 Death

Choose a type of creature. You inscribe runes matching that type of creature. The next mortal creature of that type to look on the runes is immediately slain.

Control Weather Level 7

Pray for rain—or sun, wind or snow. Within a day or so, your god will answer. The weather will change according to your will and last a handful of days.

9th Level Spells

Dictum Level 9

All non-Lawful creatures that can hear you stand paralyzed so long as you continue speaking.

Gibber Level 9

All non-Chaotic creatures that can hear you stand paralyzed so long as you continue speaking.

Repair Level 9

Choose one event in the target's past. All effects of that event, including damage, poison, disease, and magical effects, are ended and repaired. HP and diseases are healed, poisons are neutralized, magical effects are ended.

Divine Presence Level 9 Damaging

Every creature must ask your leave to enter your presence, and you must speak permission for them to enter. Any creature that you deny permission takes an extra 1d10 damage whenever they take damage in your presence.

Consume Unlife Level 9 Death

The mindless undead creature you touch is destroyed and you steal its death energy to heal yourself or the next ally you touch of damage equal to its current HP.

Peace Level 9

Choose one traumatic memory in the target's past. The target's memory of that event is calmly erased. If the target is a PC, they must be willing.