Rules

Enchanted Realms Rulebook

 
   
Divine Powers

The power of the gods.


Theology and divine powers are what makes pious entities capable of tapping into supernatural powers from transcendent sources. A priest is a term used for a being who acts as a conduit of divine magic, which manifests as miraculous effects. Harnessing that power does not rely on study or training but rather the devotion and intuitive impression of a deity’s desires. In game terms, for a player character to be a priest, the first thing is to decide what deity is to be worshipped. The specific name is relative for the campaign world being used; however, all power-granting deities has spheres of control over specific provinces. A god may have dominion over more than one of these provinces; however, a particular sect or faction will be dedicated to a particular aspect of the deity associated with one province selected above. Thus, the greek god Poseidon has power over both Sea/Water and Calamity; however, a cleric of his would only worship and be granted power from one of those provinces.

Province  Province 
Calamity Knowledge
Community Life
Death Nature
Deception Sea/Water
Earth Sky/Light
Fire/Sun War
Special Symbols
Celestrashire Ithalle Kaimeleron
Lacerta Lilyth
Selquerine Skabronrhirs

Once the province is determined, then the skill of Divine Accord is required to gain access to the invocations of divine magic of that province. All invocations marked with tags of provinces. It is only available to a priest if the province devoted to is tagged in the invocation.

Divine Accord Spirit 10 or Higher 
This skill grants the ability call forth invocations from one's deity. It bonds the character to a devout relationship with a deity, the church or sect, which may influence decisions and mindset of the character. This can be trained at the church (or in rare cases of extreme devotion for self-training, at the GM's discretion) as if it were a vocational skill; thus, after 100-days religious study without using karma, the acolyte can gain divine accord upon a successful Faith-feat save (DC:4). Starting characters are assumed to have studied and trained. However, those picking it up should have some sort of story explanation, such as a conversion on the road to Damascus; however, it may not need to be that dramatic. Nonetheless, the GM might rule that it requires a day or two for the divine accord to be fully in place or that certan minor quest actions be performed to establish the skill.

After obtaining divine accord, a list of potential invocations becomes available. Those invocations have varying degrees of function, which require different amounts of power consumed to manifest the effect. This is measured by one's Faith. A priest is able to cast an Invocation if it's point cost is equal or lower than one's Faith.

When a spell is cast, that cost is subtracted from the priest's current Spirit score. If the current score is below the desired incantation (despite one's Faith score), it can't be used. In other words, if a character has 4 Faith and 10 Spirit, then only invocations valued at 4 points or lower become available to be used. Casting a one-point spell, however, would reduce the Spirit score to 9 after its use. While more details will be given later, a few points may be recovered after a short rest, and even more will be restored after a long rest.

ProvinceGranted
Calamity
Animate Objects, Arcane Disruption, Bane, Bless Meal, Blind, Blood Lust, Bolt, Brambles, Briers, Compelled Duel, Crown of the Grave, Damage Ward, Darkness, Deafen, Death Throes, Decompose, Defense, Deluge, Desecrated Glow, Detect Magic, Disrupt Thaumaturgy, Downpour, Extract Poison, Fog of War, Ghoul Touch, Guiding Bolt, Immobilize, Infusion of Fire, Infusion of Lightning, Lightning, Negative Treatment, Noxious Fumes, Protection from Ice, Resist Fire, Ride the Lightning, Sanctify, Showers, Smear, Smog, Static Shield, Suggestive Fear, Surrender, Thicket, Treat Minor Body Damage, Treat Moderate Body Damage, Treat Serious Body Damage, Treat Minor Mind Damage, Treat Moderate Mind Damage, Treat Serious Mind Damage, Treat, Minor Spirit Damage, Treat Moderate Spirit Damage, Treat Serious Spirit Damage, Tremor, Turn Undead, Twist of Fate, Weapon of Doubt, Weapon of Nonsense
Community
Acclimate, Anti-Venom, Assemble Armor, Banner, Bless Meal, Branding Smite, Bread Crumbs, Burden, Chain of Eyes, Chancel, Clarity, Contingent Health, Create Flame, Damage Ward, Darkvision, Defense, Delay Disease, Detect Harmful Gas, Detect Magic, Discern Language, Discern Lies, Divine Lock, Favor, Favorable Wind, Free Curse, Gentle Respose, Grace, Guard Spirit, Hallow, Infusion of Ice, Lift, Locate, Mask Spirit, Necrosayance, Perceive Insanity, Poison Ward, Protection from Fire, Rapid Warmth, Refresh, Remove Disease, Resist Fire, Reveal, Sanctify, Self-Reflection, Snow Shape, Status, Stone Bones, Surrender, Sustenance, Thick Air, Torch, Tranquility, Treat Minor Body Damage, Treat Moderate Body Damage, Treat Serious Body Damage, Treat Minor Mind Damage, Treat Moderate Mind Damage, Treat Serious Mind Damage, Treat Minor Spirit Damage, Treat Moderate Spirit Damage, Treat Serious Spirit Damage, Turn Undead, Water Breathing, Water Walking
Death
Acclimate, Anti-Venom, Arcane Disruption, Astral Blood, Bane, Bless Meal, Blind, Blood Lust, Burden, Clarity, Contingent Health, Create Flame, Crown of the Grave, Darkness, Deafen, Death Throes, Decompose, Defense, Desecrated Glow, Detect Magic, Discern Language, Disrupt Thaumaturgy, Extract Poison, Exorcism, Flame Strike, Gentle Respose, Ghoul Touch, Guard Spirit, Infusion of Fire, Infusion of Ice, Infusion of Lightning, Lightning, Mask Spirit, Necrosayance, Negative Treatment, Poison Ward, Refresh, Regenerate, Remove Disease, Re-preserve, Restore, Self-Reflection, Status, Treat Minor Body Damage, Treat Moderate Body Damage, Treat Serious Body Damage, Treat Minor Mind Damage, Treat Moderate Mind Damage, Treat Serious Mind Damage, Treat Minor Spirit Damage, Treat Moderate Spirit Damage, Treat Serious Spirit Damage, Turn Undead, Water Breathing
Deception
Anti-Venom, Arcane Disruption, Astral Blood, Bane, Bless Meal, Blind, Blood Lust, Bolt, Brambles, Briers, Chain of Eyes, Create Flame, Darkness, Darkvision, Death Throes, Decompose, Defense, Detect Magic, Discern Language, Discern Lies, Downpour, Extract Poison, Exorcism, Fog of War, Immobilize, Infusion of Fire, Infusion of Ice, Infusion of Lightning, Negative Treatment, Noxious Fumes, Protection from Lightning, Resist Fire, Resist Cold, Resist Lightning, Ride the Lightning, Seduction, Showers, Snow Shape, Smear, Smog, Spineless, Spirit Sight, Suggestive Fear, Thicket, Torch, Treat Minor Body Damage, Treat Moderate Body Damage, Treat Serious Body Damage, Treat Minor Mind Damage, Treat Moderate Mind Damage, Treat Serious Mind Damage, Treat Minor Spirit Damage, Treat Moderate Spirit Damage, Treat Serious Spirit Damage, Tremor, Turn Undead, Twist of Fate, Water Breathing, Water Walking, Weapon of Doubt, Weapon Return
Earth
Bane, Banner, Bless Meal, Bloody Thorns, Brambles, Bread Crumbs, Burden, Commune with Earth, Compelled Duel, Contingent Health, Crown of the Grave, Damage Ward, Darkness, Decompose, Defense, Detect Magic, Detect Metals and Minerals, Disrupt Thaumaturgy, Extract Poison, Favor, Gentle Respose, Ghoul Touch, Glorify, Grace, Guiding Bolt, Hallow, Immobilize, Infusion of Fire, Infusion of Ice, Locate, Necrosayance, Negative Treatment, Poison Ward, Protection from Fire, Protection from Lightning, Refresh, Remove Disease, Re-preserve, Resist Fire, Sanctify, Sculpt, Snow Shape, Smear, Spineless, Stone Bones, Sustenance, Thicket, Treat Minor Body Damage, Treat Moderate Body Damage, Treat Serious Body Damage, Treat Minor Mind Damage, Treat Moderate Mind Damage, Treat Serious Mind Damage, Treat Minor Spirit Damage, Treat Moderate Spirit Damage, Treat Serious Spirit Damage, Tremor, Turn Undead, Weapon of Nonsense
Fire/Sun
Acclimate, Anti-Venom, Arcane Disruption, Bane, Banner, Bless Meal, Blood Lust, Branding Smite, Bread Crumbs, Compelled Duel, Create Flame, Damage Ward, Death Throes, Decompose, Defense, Detect Magic, Disrupt Thaumaturgy, Exorcism, Flame Strike, Gentle Respose, Glorify, Grace, Guard Spirit, Guiding Bolt, Hallow, Heat Metal, Immobilize, Infusion of Fire, Infusion of Lightning, Locate, Mask Spirit, Poison Ward, Protection from Fire, Protection from Ice, Rapid Warmth, Remove Disease, Re-preserve, Resist Fire, Reveal, Sculpt, Smear, Solar Flare, Spineless, Sunray, Sustenance, Torch, Treat Minor Body Damage, Treat Moderate Body Damage, Treat Serious Body Damage, Treat Minor Mind Damage, Treat Moderate Mind Damage, Treat Serious Mind Damage, Treat Minor Spirit Damage, Treat Moderate Spirit Damage, Treat Serious Spirit Damage, Turn Undead, Weapon of Doubt
Knowledge
Acclimate, Anti-Venom, Arcane Disruption, Astral Blood, Bless Meal, Bread Crumbs, Chain of Eyes, Clarity, Commune with Thought, Crown of the Grave, Defense, Desecrated Glow, Detect Magic, Discern Language, Disrupt Thaumaturgy, Exorcism, Favor, Free Curse, Gentle Respose, Ghoul Touch, Glorify, Grace, Guard Spirit, Hallow, Infusion of Fire, Lift, Locate, Mask Spirit, Necrosayance, Negative Treatment, Perceive Insanity, Protection from Fire, Refresh, Remove Disease, Re-preserve, Resist Fire, Resist Cold, Resist Lightning, Reveal, Ride the Lightning, Self-Reflection, Snow Shape, Spirit Sight, Static Shield, Status, Suggestive Fear, Surrender, Thick Air, Thicket, Tongues, Torch, Tranquility, Treat Minor Body Damage, Treat Moderate Body Damage, Treat Serious Body Damage, Treat Minor Mind Damage, Treat Moderate Mind Damage, Treat Serious Mind Damage, Treat Minor Spirit Damage, Treat Moderate Spirit Damage, Treat Serious Spirit Damage, Turn Undead, Twist of Fate, Water Breathing, Weapon of Nonsense, Weapon Return
Life
Acclimate, Anti-Venom, Bless Meal, Breath of Life, Burden, Chain of Eyes, Clarity, Contingent Health, Create Flame, Darkvision, Defense, Delay Disease, Detect Magic, Exorcism, Favor, Free Curse, Gentle Respose, Guard Spirit, Lift, Mask Spirit, Necrosayance, Perceive Insanity, Poison Ward, Protection from Fire, Protection from Ice, Protection from Lightning, Rapid Warmth, Refresh, Regenerate, Remove Disease, Re-preserve, Resist Fire, Resist Cold, Resist Lightning Restore, Reveal, Self-Reflection, Spirit Sight, Status, Stone Bones, Surrender, Sustenance, Tongues, Torch, Tranquility, Treat Mass Wounds, Treat Minor Body Damage, Treat Moderate Body Damage, Treat Serious Body Damage, Treat Minor Mind Damage, Treat Moderate Mind Damage, Treat Serious Mind Damage, Treat Minor Spirit Damage, Treat Moderate Spirit Damage, Treat Serious Spirit Damage, Turn Undead, Water Breathing, Water Walking
Nature
Anti-Venom, Arcane Disruption, Assemble Armor, Bane, Bless Meal, Bloody Thorns, Bolt, Brambles, Bread Crumbs, Briers, Burden, Chain of Eyes, Clarity, Compelled Duel, Create Flame, Damage Ward, Darkness, Decompose, Defense, Deluge, Detect Magic, Discern Language, Disrupt Thaumaturgy, Downpour, Fog of War, Free Curse, Gentle Respose, Grace, Guard Spirit, Infusion of Ice, Infusion of Lightning, Lift, Locate, Mask Spirit, Protection from Ice, Protection from Lightning, Refresh, Resist Fire, Resist Cold, Resist Lightning, Ride the Lightning, Sculpt, Showers, Snow Shape, Smear, Spineless, Spirit Sight, Static Shield, Surrender, Sustenance, Thick Air, Thicket, Torch, Treat Minor Body Damage, Treat Moderate Body Damage, Treat Serious Body Damage, Treat Minor Mind Damage, Treat Moderate Mind Damage, Treat Serious Mind Damage, Treat Minor Spirit Damage, Treat Moderate Spirit Damage, Treat Serious Spirit Damage, Tremor, Turn Undead, Water Breathing, Weapon of Doubt
Sea/Water
Acclimate, Anti-Venom, Aquatics, Astral Blood, Bless Meal, Charm Aquatic Life, Contingent Health, Damage Ward, Defense, Deluge, Desecrated Glow, Detect Magic, Downpour, Favor, Fog of War, Gentle Respose, Ghoul Touch, Glorify, Grace, Guard Spirit, Hallow, Immobilize, Infusion of Ice, Mask Spirit, Noxious Fumes, Protection from Ice, Refresh, Rejuvenating Waters, Remove Disease, Resist Cold, River Eyes, Showers, Snow Shape, Smear, Smog, Sustenance, Thicket, Tranquility, Treat Minor Body Damage, Treat Moderate Body Damage, Treat Serious Body Damage, Treat Minor Mind Damage, Treat Moderate Mind Damage, Treat Serious Mind Damage, Treat Minor Spirit Damage, Treat Moderate Spirit Damage, Treat Serious Spirit Damage, Tremor, Tsunami, Turn Undead, Wall of Water, Water Breathing, Water Summoning, Water Walking, Weapon of Doubt, Weapon of Nonsense
Sky/Light
Air Steps, Banner, Bless Meal, Blind, Bolt, Branding Smite, Defense, Deluge, Detect Magic, Downpour, Favor, Favorable Wind, Fog of War, Gentle Respose, Glorify, Guard Spirit, Hallow, Infusion of Lightning, Lift, Lightning, Mask Spirit, Necrosayance, Noxious Fumes, Perceive Insanity, Protection from Lightning, Refresh, Remove Disease, Resist Lightning, Ride the Lightning, River Eyes, Showers, Sky Drop, Snow Shape, Smog, Solar Flare, Static Shield, Sunray, Sustenance, Thick Air, Thicket, Tranquility, Treat Minor Body Damage, Treat Moderate Body Damage, Treat Serious Body Damage, Treat Minor Mind Damage, Treat Moderate Mind Damage, Treat Serious Mind Damage, Treat Minor Spirit Damage, Treat Moderate Spirit Damage, Treat Serious Spirit Damage, Turn Undead, Updraft, Water Breathing, Weapon of Doubt, Weapon of Nonsense, Weapon Return, Zephyr Dancing
War
Acclimate, Animate Objects, Anti-Venom, Arcane Disruption, Assemble Armor, Astral Blood, Bane, Banner, Bless Meal, Blind, Blood Lust, Bolt, Branding Smite, Bread Crumbs, Burden, Clarity, Compelled Duel, Contingent Health, Create Flame, Crown of the Grave, Damage Ward, Darkness, Darkvision, Deafen, Death Throes, Defense, Deluge, Detect Magic, Discern Language, Disrupt Thaumaturgy, Downpour, Favor, Fog of War, Ghoul Touch, Glorify, Grace, Guiding Bolt, Hallow, Immobilize, Infusion of Fire, Infusion of Ice, Infusion of Lightning, Regenerate, Re-preserve, Resist Fire, Sanctify, Showers, Static Shield, Stone Bones, Surrender, Treat Minor Body Damage, Treat Moderate Body Damage, Treat Serious Body Damage, Treat Minor Mind Damage, Treat Moderate Mind Damage, Treat Serious Mind Damage, Treat Minor Spirit Damage, Treat Moderate Spirit Damage, Treat Serious Spirit Damage, Turn Undead, Weapon of Nonsense, Weapon Return
Celestrashire
Blessing of Luck and Resolve, Bountiful Chance, Breath of Life, Escape Ward, Fearsome Duplicate, Halfling Vengeance, Opportunity, Tricker's Blessing
Fey
Delay Disease, Faerie Fire, Fellowship, Growth of Plants, Silent Step, Speak with Animals, Summon Animals
Terrac
Animate Dirt, Commune with Earth, Detect Harmful Gas, Detect Magic, Detect Metals and Minerals, Divine Lock, Gravel Footsteps, Intimidating Presence, Meld With Rock, Reeking, Renew Deposit, Spike Stones, Stepping Stones, Stone Talk

Elvish deities from the Selquerine, save the Demon Queen (if she can be counted as such), will not grant the following incantations: Assemble Armor, Astral Blood, Blood Lust, Crown of the Grave, Death Throes, Desecrated Glow, Extract Poison, Smear or Suggestive Fear. However, any elf or fey being who establishes a divine accord with one of these gods will be allowed to cast the following, regardless of the deities' province: Delay Disease, Faerie Fire, Fellowship, Growth of Plants, Silent Step and Summon Animals. Non-elven, non-fey worshippers of the Selquerine due happen, but those impure races do not receive these extra incantations. Of course, the appropriate Spirit and Faith requirements must still be met. All such incantations are designated by the symbol. For more specifics about the Selquerine pantheon, see the Religion section.

All deities for the Terrac (Dwarven, Gnomes) races have a province; however, none grant incantations for that province that cost greater than 4 Spirit points. Instead all natural terracs, and other races accepted by the deity, who become priests of the Skabronrhirs pantheon will obtain incantations that are marked with the symbol. These special incantations include Animate Dirt, Commune With Earth, Detect Hazardous Gas, Detect Magic, Detect Metals and Minerals, Gravel Footsteps, Intimidating Presence, Meld With Rock, Renew Deposit, Spike Stones, Stepping Stones and Stone Talk. Further, each god in the Skabronrhirs pantheon will grant skills or abilities. For more details about the Skabronrhirs, see the Religion section.

The halflings have a small pantheon of deities. These gods grant by province; however, like the Skabronrhirs, none grant incantations for that province that cost greater than 5 Spirit points. Instead those who worship the Celestrashire and become priests will obtain incantations that are marked with the symbol. These incantations include Blessing of Luck and Resolve, Bountiful Chance, Breath of Life, Escape Ward, Fearsome Duplicate, Halfling Vengeance, Opportunity and Tricker's Blessing. For more details about the Celestrashire, see the Religion section.

Spiru-Dynamics

Even the mysticisms of the deities follow rules.


There is a divine law is known as spiru-dynamics. What this means is the output of power from divine magic can never be greater than the input used to manifest the effect. This really only has one applicable scenario, and that is the healing of Spirit. While incantations can heal and restore Body points and even Mind point to produce numbers greater than the cost of the incantation, this is only due to the inequality of types of energies transfered. For example, the treat body incantation costs 2 Spirit but could potentially produce 4 Body points in return. This also true for treat mind. Remember, an introductory axiom costs only one Mind point and axioms max out at six, but the lowest incantation has an expense of two Spirit points; further, the greatest of incantations can cost up to twelve points. All of this indicates that spiritually divine magic as a unit carries more energy than the other qualities.

Again, while all of these healing and restoration spells are useful, the law of spiru-dynamics limits the amount of healing to Spirit that can be produce to the equivalent of the cost put into the incantation. Using again treat body as an example, the incantation heals Spirit on a d4; however, as a two-point cost, the maximum restoration to anyone's Spirit is two points. Granted, the d4 is a statistical measure and the roll indicates that on a raw 2, 3, or 4 the amount healed is the maximum two points, but this divine law prevents no more than two points to be healed for this incantation. To clarify, this is not just the spells in the examples, but also restore spirit and any other incantations that heal Spirit points.

Invocations (A-C)
Acclimate  Spirit Cost: 3 
Time Required:1 minute Range:Touch Duration:6 hours
Upon casting, up to two beneficiaries of the spell will be able to withstand temperatures from -40 to 160-degrees as if it were room temperature. This prevents exhaustion due to exposure; however, the spell has a 6-hour duration. This offers no protection against direct attacks but does lower the exposure to exhaustion.
Air Steps  Spirit Cost: 5 
Time Required:1 action Range:Self Duration:10 minutes
When cast, the priest is able to defy gravity, fly, levitate and navigate the air as if walking with his or her normal movement rate. However, this ability is limited to being under the open sky. While it can be performed inside an urban building, it cannot be used underground.
Animate Dirt  Spirit Cost: 2 
Time Required:1 action Range:25 feet Duration:5 minutes
This incantation animates dirt in the area. Only normal, natural dirt can be effected and the caster can move up to one pound of dirt anywhere within the range. The speed of the dirt movement is 5 feet per round. The dirt cannot deal damage or affect the concentration of sorcerers. The priest is unable to cast another incantation for the round of evoking the divine power to move the soil, but may still take other actions and reactions. While the duration exists, the priest can also select a different pound of dirt and move it as well. This spell only animates dirt, so any other substance found mixed in with the dirt will not be effected and will remain afterwards.
Animate Objects [Concentration]  Spirit Cost: 7 
Time Required:1 action Range:60 feet Duration:Up to 1 minute
Objects come to life at the priest's command. The caster chooses up to “six” nonmagical objects within range that are not being worn, carried or influenced by anyone's lifesong, and by doing so new “creatures” come to life. The size of the object affects the actual number of objects that can be animated. Small objects (a chest, chairn weapons) count as two objects. Medium targets (a four-person table, human-sized statue, heavy-weapons) count as four objects. Large targets (a cart or plow) count as six objects. Bigger objects are unaffected by this incantation. Each objects are under the priest's control until the spell ends or until reduced to zero Body points. By concentration, the priest controls the actions of each of the creature-objects which occurs on each of the following turns belonging to the cleric, but the objects must remain within range of the caster. However, because of the required concentration, the priest cannot use reactions or cast new spells; however, other actions are permitted, such as attacks or item-use.
Animated Object Statistics
SizeStrengthBodyACAttack
Tiny2417d20-1;light weapon
Small3614d20;light weapon
Medium510122d20;medium weapon
Large716103d20;heavy weapon
An animated object is a construct with statistics determined by its size. Constructs are completely immune to Mind- and Spirit-based attacks. Further, constructs cannot be healed by most magic, unless the description specifically states. Animated objects do not have vision as their awareness is based solely on the priest. They are further immune to poison, sleep effects, paralysis, stunning, disease, death effects, and necromancy effects. Constructs do not eat, sleep, or breathe. An animated objects speed is 30 feet; if the object lacks legs or other appendages it can use for locomotion, it instead has a flying speed of 30 feet and can hover. If the object is securely attached to a surface or a larger object, such as a chain bolted to a wall, its movement would be zero. When the animated object drops to zero Body points, it reverts to its original object form, and any remaining damage carries over to its original object form. If attacking, an object can make a single melee attack against a creature within 5 feet of it. It makes a slam attack and delivers blunt damage; however, the GM might rule that a specific object inflicts slashing or piercing damage based on its form.
Anti-venom  Spirit Cost: 5 
Time Required:1 action Range:Touch Duration:Instantaneous
This removes the effects of a poison from a victim’s system. Details will be given for the specific toxin, as it may not reverse all damage done; however, it will at the very least remove the poison restriction.
Aquatics Spirit Cost: 3 
Time Required:1 action Range:Touch Duration:10 minutes
By touching the target, the ability to swim well is conveyed. The recipient temporarily gains webbing around its arms and legs, allowing it movement through water at a rate of 25 feet. This grants a total distance swimmable by this incantation of 1500 feet.However, this does not grant breathing in the water in any way, but it does allow holding one's breath for twice as long as normal; thus, a person with a Resilience score of 4 could dive underwater for ten rounds before the effects of not breathing begin. See Asphyxiation for more details.
Arcane Disruption  Spirit Cost: 4 
Time Required:1 action Range:60 feet Duration:2 minutes
This ability influences the ability of any sorcerer. It attacks his or her mind, forcing the sorcerer to make a Judgment save against a DC (d6+12) plus Faith score. If failing it, then it interrupts any current concentration effects and penalizes all axioms from the victim for the next 2 minutes (12 rounds) to be cast at disadvantage. This effect targets only the mind for use of sorcery. It will have no effect against cantrips or invocations.
Assemble Armor Spirit Cost: 5 
Time Required:Special Range:30 feet Duration:Concentration
This ability allows armor to quickly assemble onto the priest; however, this can only be performed for the priest and not others. As the priest begins to concentration, his or her actual armor flies onto the priest by itself, assuming it is within 30 feet of the priest at the time of invocation. The armor must have been worn previously by the priest and cannot be in use or even touched by another creature at the time of calling this power into action. Once starting though, creatures touching or grabbing the animated pieces will not prevent the donning. While concentrating on miraculously effect, the priest may not use reactions or begin new spells, and the time required depends on the bulk of the armor selected. Light armors are fully assembled in 1 round and at the complete ready and armor effects by the priest’s next action. Medium armors require 3 rounds of concentration. Even heavy armor can be fulling donned in only 4 rounds. No assistance can speed up the time. Obviously, this allows the caster the option to not wear it most of the time and avoid heat, chaffing and other penalties, but it still requires up to a few combat rounds to have it securely in place.
Astral Blood Spirit Cost: 5 
Time Required:1 action Range:Self Duration:Up to 1 minute
The priest creates an astral projection of himself or herself up to 60 feet away on the completion of the action, and the continued manifestation of the projection requires concentration. This concentration is more intense than the typical method of concentration, and as such, the priest can take no actions or reactions. However, in the priest's stead, the projection can act – so long as those actions are limited to melee combat. Those mimicked actions attack with identical attack dice; however, no special properties or magic of weapons used are transferred. If the priest attacks with a magical mace which allows a bonus to hit, that additional modifier would not be used by the projection. Both the priest and the projection can use movement; however, because the priest is concentrating his movement rate is half of normal, but the project can move at the complete movement rate and is not affected by rough terrain, obstacles, water, chasms, etc. Lastly, the projection has no actual substance; therefore, blocking passage cannot be performed by the astral projection; however, grappling is still possible but no modifiers from the priest’s Strength are used in a grappling contest. Finally, an opponent running from an astral blood image does not give the priest an opportunity for a flee attack.
Bane Spirit Cost: 2 
Time Required:1 action Range:60 feet Duration:1 minute
The priest selects an enemy in combat within 60 feet, forcing a Will preservation save at (d4+8) plus the priest’s Faith modifier value. If failing, that target suffers -1 to hit on all attack rolls for the next 6 rounds.
Banner   Spirit Cost: 4 
Time Required:1 action Range:Self Duration:1 minute
Holy power radiates from the priest in an aura with a 30-foot radius, awakening boldness in friendly creatures. Until the spell ends, the aura, center on him or her, moves with the priest. While in the aura, each nonhostile creature (including the priest) gains +4 to all spirit sub-quality preservation saves required.
Bless Meal Spirit Cost: 2 
Time Required:1 minute Range:40 feet Duration:Permanent
This ability purifies 8 meals upon usage.
Blessing of Luck and Resolve Spirit Cost: 3 
Time Required:1 action Range:Touch Duration:1 hour
A favored blessing of halfling clerics, this spell grants its target a +2 morale bonus on save against fear and charm effects. If the target has the discipline skill, the incantation conveys a special resistance, meaning if the target fails the save against fear or charm, a reaction can be used to reroll the save with a +4 bonus, but the result must taken, even if it is worse.
Blind Spirit Cost: 4 
Time Required:1 action Range:60 feet Duration:1 minute
The priest blinds a foe. The victim must make an Agility save against DC (d6+10) plus Faith score. If failing the save, the target is blinded and under the restriction as such for the next 6 rounds.
Blood Lust Spirit Cost: 5 
Time Required:1 action Range:20 feet Duration:40 seconds
The priest selects an ally or self to grant advantage for melee attacks, increasing the attack dice by 1d20 for the following 4 rounds. The total number of dice thrown can never exceed 5d20.
Bloody Thorns Spirit Cost: 10 
Time Required:1 action Range:90 feet Duration:90 seconds
This spell creates a 30-foot diameter circular area filled with animated thorny vines and brambles which stand ten feet tall. Any movement in this area is limited to 10 feet. Unlike lesser versions, this invocation can be created upon an occupied space. Moreover, the bloody thorns area effectively becomes an entity of combat, gaining an initiative of its own. Upon its turn, it makes a special and individual d20 “attack” with its thorns against each of those who are inside the area; the roll will be at advantage using the better of the two dice to determine success. If there is a score against a victim’s AC, d6 points of edged damage is inflicted. Moreover, anyone moving through the area of a bloody thorns will automatically suffer d4 point of body damage of the edged type at the end of that being’s turn. Finally, if traveling through the effect faster than 10 feet, by whatever means that might be, then the special attack would occur against the traveler for each five feet above the limit traversed.
Bolt Spirit Cost: 2 
Time Required:1 action Range:60 feet Duration:1 minute
This enchants a bow or hurled weapon to double its normal range for 6 rounds; however, this effect will not alter the maximum. It can be combined with weapon return. The weapon type does not change and strikes as its normal state whether normal, silver or magical.
Bountiful Chance Spirit Cost: 4 
Time Required:1 action Range:30 feet Duration:1 minute
This incantation grants the chance racial skill temporarily up to three humanoid or atavistoid targets. If the priest does not have this as a racial skill, then he or she could be one of the targets.
Brambles Spirit Cost: 3 
Time Required:1 action Range:60 feet Duration:90 seconds
This spell creates a 20-foot radius circular area (38 hexes) filled with thorny vines, spikes and brambles, which will slow movement to 20 feet. This may not be created covering any occupied space, however, should one choose to enter the area, the special terrain gets an effective d20 (no modifiers) attack against the entering entity’s armor class. Upon a successful attack, the victim suffers d4 body point of edged damage for movement in the area on that turn. While one could choose to attempt to move faster than the restriction, this would result in a terrain-attack for each 5 feet of movement. If using movement other than one’s own transit, such as a fly axiom or pulled by telekinesis, then the attack for each 5 feet would apply. Of course, flying over the area would not incur penalties, but flying out of the spell would act as 5 feet of upward movement through the treacherous environment. The brambles effect will remain for 9 combat rounds.
Branding Smite  Spirit Cost: 3 
Time Required:1 action Range:Self Duration:Up to minute 1
The priest casts an enchantment on himself or herself, which will last up to the next 6 actions. During that time, when the priest hits the next creature with a melee weapon attack, which acts as a magical weapon strike, a radiance emits upon the strike. The attack deals an extra d4 of smiting damage with the blow. Further, it will force the target to become visible if it were not. Additionally, the victim emits a dim light in a 5-foot radius, making it unable to become invisible until the spell ends. The duration is only 1 minute, regardless of when and if a successful attack occurs. Hoever, after the first target has been struck, the effect ends and subsequent hits against other targets do not convey this effect.
Bread Crumbs  Spirit Cost: 2 
Time Required:1 action Range:Self Duration:3 hours
The priest leaves a mystical mist, trailing behind when walking. Only the priest can see this trail, allowing him to trace steps and backtrack if needed without error. The mystic marking lasts for 3 hours.
Breath of Life  Spirit Cost: 7 
Time Required:1 action Range:Touch Duration:Permanent
This incantation will restore 2d6 Body points to a single target; however, unlike other spells that heal damage, breath of life can bring a recently slain creature back to life. If cast upon a creature whose negative score caused death the same round or one round previous, then the Body restoration from the healing applies to the creature as if death never occurred. However, if the healed creature’s total score is still below the death threshold after the healing, then death is imminent. Creatures who are brought back to life through breath of life stablize at a -1 Body score rather than regaining the benifits of immediately being restored to functioning health and suffer all the same penalties. Further, creatures slain by death effects or who have been petrified cannot be saved by breath of life.
Briers Spirit Cost: 6 
Time Required:1 action Range:60 feet Duration:90 seconds
This spell creates a 20-foot radius circular area (38 hexes) filled with thorny vines and brambles, 10-feet tall, which will slow movement to 10 feet. This may not be created covering any occupied space, however, should one choose to enter, the terrain will automatically inflict d4 point of body of edged damage against a creature moving in the briers on one’s turn. If using movement other than one’s own transit and moving at a rate faster than 10 feet, then a d20 attack as a brambles invocation, inflicting d4 for each 5 feet traveled if hit.
Burden   Spirit Cost: 2 
Time Required:1 action Range:Touch Duration:4 hours
Allow one creature, up to the size of an elephant or gryphon, to carry twice as much burden as normal for 4 hours.
Chain of Eyes  Spirit Cost: 2 
Time Required:1 action Range:60 feet Duration:2 hours
The priest can see through another creature’s eyes. The creature must be known and within sight at the time of invoking the ability. The duration of the effect is 2 hours.
Chancel Spirit Cost: 10 
Time Required:10 minutes Range:60 feet Duration:24 hours
The incantation makes an area within range extremely secure. The area is a cube that can be as small as 5 feet to as large as 30 feet on each side. The spell lasts for the duration or until you use an action to dismiss it. When cast, the pontiff decides what sort of security the spell provides, choosing any or all of the following properties:
 • Sound is unable to pass through the barrier at the edge of the warded area.
 • The barrier of the warded area appears dark and foggy, preventing vision, vibration and smell (including darkvision, devil sight, blindsight and tremorsense) through it.
 • Magical sensors and scrying are unable to breach inside the protected area or pass through the barrier at its perimeter.
 • Nothing can teleport into or out of the warded area.
 • Planar travel is blocked within the warded area.
Charm Aquatic Life Spirit Cost: 3 
Time Required:1 action Range:30 feet Duration:1 minute
By raising one's holy symbol, the priest causes each aquatic or amphibious creature seen within 30 feet to make a Will save (DC:10). If any creature fails its save, it is charmed for 1 minute or until it takes damage. While it is charmed, it is friendly to the caster and others designated.
Clarity  Spirit Cost: 2 
Time Required:1 action Range:60 feet Duration:1 minute
The priest selects an ally or self in combat within 60 feet. That target gains d2 temporary mind points that lasts for 6 combat rounds. The score can exceed the maximum normal amount. Only one clarity effect can be on a person at one time. If the points are not lost by mental combat or spell-casting by the end of the duration, then the points fade from existence.
Commune With Earth  Spirit Cost: 8 
Time Required:1 minute Range:Self Duration:Instantaneous
This spell enables the dwarven cleric to become one with his environment. This incantation is only effective in the typical dwarven environment of rocky mountains or hills, or underground caverns or mines. The spell operates in a radius of five mile and to a depth of one mile. The priest instantly gains knowledge of up to three facts of his or her choice about any of the following subjects as they relate to the area:
• Terrain, structures and bodies of water
• Prevalent oozes, minerals, animals, or peoples
• Powerful celestials, fey, fiends, elementals, or undead
• Influence from other planes of existence
Commune With Thought Spirit Cost: 11 
Time Required:10 minutes Range:Self Duration:Instantaneous
With this power, the priest reaches a connection with cosmic thoughts and intellect, as an energy reservoir from of “thought incarnate” collected from gods, spirits and greater entities. This permits the priest to gain instant knowledge, learning up to three facts of his or her choice. This can be formed as a question or be given a general fact defined below:
QuestionGeneral Fact
Does a specific location or being exists?The shortest, most direct physical route to a known location
Which plane of existence has the strongest influence on the area within a 2-mile radius?The general location of a known being
Does a particular material (gold, water, mythril, etc) exist in a known location?Information about a known animal, mutant or person in a known location
Who is the most powerful entity within a 2-mile radius?All the magical properties of an item in possession
What is the terrain and bodies of water like in a specified location?Prevalent resources found in specified location or city
Answer to a yes/no question, but could receive “unclear” as a resultGeneral wildlife or civilian life in a specified location or city
Compelled Duel Spirit Cost: 2 
Time Required:1 action Range:30 feet Duration:1 minute
With this, the cleric attempts to compel a creature into a duel. One visible creature within range must make a Will save against DC (d4+10) plus the priest’s Faith. On a failed save, the creature is drawn to you, compelled by the divine demand to duel. However, it may choose not to attack the priest, and as a result for the duration of the invocation, it has disadvantage on attack rolls against all others besides the priest. Further, if attempting to move further than 30 feet away, it must make another Faith save against the same DC. If it successful, it is free to move away; otherwise, it cannot willfully move further away as part of its movement for that turn. While the spell is in effect, the priest is free to take other actions and reactions; however, if attacking any other creature, if invoking a spell that targets a hostile creature other than the victim, if another ally inflicts damage to the target, if any ally casts a harmful spell on it, or if the priest voluntarily moves further than 30 feet from the target, then the invocation ceases.
Contingent Health Spirit Cost: 4 
Time Required:2 actions Range:Touch Duration:1 hour
This invocation has two options. First, the priest can draw a sigil on a creature or himself which sets a healing contingency to occur within the next hour. When the recipient becomes harmed the priest can activate the sigil as a reaction and manifest power as a treat minor body spell for d4 healing; however, this cannot heal the recipient if he or she is in negative body values. It is also possible at the will of the original priest to use an action to activate the sigil. If the sigil is never activated within the duration, then the a treat minor body will occur at the end of the hour duration. The second option is to cast an immediate healing upon touching the target. With this option, d6 body points can be instantly restored. This option can restore a target in the negative range, where the original option will not. Further limitations of this incantation compared to other healing spells is it requires touch as well as a longer casting time.
Create Flame  Spirit Cost: 2 
Time Required:1 action Range:60 feet Duration:Special
This power creates a 10-foot radius (7 hexes) circular campfire. It may not be created covering any occupied space, however, should one choose to enter or cross the fire, the fire would attack as d20+3 plus Faith bonuses against the crossing entity’s armor class. Upon a successful attack, the victim is inflicted with d3 body of fire damage and for each successive combat round remaining in the fire. The flames are real, not magical, and therefore addition fuel can be included to continue its burning; however, without doing so, the fire will burn itself out within 5 minutes. That said, the opposite effect is also possible. Finally, determined by the GM, the fire might catch other combustible materials and could turn into something wild and out of control.
Crown of the Grave Spirit Cost: 4 
Time Required:1 action Range:300 feet Duration:Up to 1 month
The priest animates up to three skeletons or zombies. The type emerging is randomly selected, unless the environment is specifically, known or prepared, like an ancient graveyard or morgue. If there are no potential corpses within 300 feet of the priest at the time of casting, the spell and priest points are lost. The reanimated undead will act as charmed creatures under the priest’s influence for one month. If they are not destroyed in that time, then any remaining will fall apart as a ragged corpse at the end of the duration. The total number of undead which can be commanded simultaneously is twice that of the priest’s Faith score.
Invocations (D-L)
Damage Ward  Spirit Cost: 3 
Time Required:1 action Range:30 feet Duration:1 minute
The priest selects an ally within 30 feet or self to imbue an enhanced ward against one type of damage. If an ally is selected, the target must be in line of sight. This grants a +2 bonus to AC against either blunt, edged or piercing damage for the next 6 combat rounds.
Darkness  Spirit Cost: 3 
Time Required:1 action Range:60 feet Duration:1 minute
The priest can produce a darkness in a 10-foot radius (seven-hex circular area) which lasts for 6 combat rounds. The darkness can be overcome by any light source, but only brings the area back to what it would be normally without the light. Magical darkness hinders all sorts of vision except devilsight. More details can be found in the Senses section.
Darkvision  Spirit Cost: 3 
Time Required:1 action Range:Self Duration:4 hours
The priest is granted darkvision for 4 hours.
Deafen Spirit Cost: 4 
Time Required:1 action Range:60 feet Duration:1 minute
The priest deafens a foe. The victim must make a Resilience preservation save against DC (d6+10) plus the priest’s Faith score. If failing the save, the target becomes deaf and under the restriction of the same name for the next 6 rounds.
Death Throes  Spirit Cost: 6 
Time Required:1 action Range:Self Duration:Up to 8 hours
If a deity grants this ability, then death is a serious and almost certainly final event should this be used; however, if enchanted on oneself, then at the moment of a killing blow, the priest’s body will combust and explode, spraying attacks of smite to all a 10-foot outward from the space of the priest (19 hexes, centered on the priest). The explosion will attack as d4 points of smite damage attacks to any caught in the blast. Victims are permitted an Agility preservation save against DC (d4+16) plus the priest’s Faith score for half of the damage. Moreover, this leaves virtually no body to revive or interrogate through spiritual means. Players should understand the significance of this kind of death if a player character has this ability. If can only be performed if prepared with this enchantment, which has a duration of 8 hours.
Decompose  Spirit Cost: 2 
Time Required:1 action Range:10 feet Duration:Permanent
This enchantment removes the flesh of up to 2 corpses, leaving behind perfectly cleaned skeletons.
Defense  Spirit Cost: 6 
Time Required:1 action Range:Touch Duration:2 minutes
The priest selects a target who becomes resistant to a damage type at the priest’s choosing (alchemical, blunt, cold, edged, fire, lightning, necrotic, piercing, poison or smite) for the following 12 rounds.
Delay Disease  Spirit Cost: 3 
Time Required:1 action Range:Touch Duration:1 day
This incantation allows the subject to keep from worsening from a natural disease for the day. Delay disease does not cure any damage that a disease might already have dealt, and it has no effect on magical or supernatural diseases.
Deluge  Spirit Cost: 6 
Time Required:1 action Range:60 feet Duration:30 to 80 seconds
The priest can produce heavy rain fall in a 30-foot radius circular area, which lasts for d6+2 rounds. The temporary weather causes an obscurement, reducing visibility to 20 feet. Moreover, all ranged attacks suffer a -6 to hit penalty when firing from within or into the area; such ranged attacks are also at disadvantage. Further, if the target has 10-feet or more of rainfall between the attacker, then the friendly fire rule will be used.
Desecrated Glow Spirit Cost: 4 
Time Required:1 action Range:15 feet Duration:Permanent
The priest radiates negative energy which heals any undead creature within 15 feet, restoring d4 body points. The healing occurs instantaneously in an eerie flash of light which lingers on the targets’ bodies for a moment.
Detect Harmful Gas Spirit Cost: 2 
Time Required:1 action Range:60 feet Duration:1 round
Useful in mining and underground exploration, this incantation enables the caster to detect the presence of harmful gas in a sphere 60-foot diameter around the caster. The primary use of this spell is to detect underground hazardous natural gases such as explosive methane or poisonous sulphur dioxide, or fire-caused gases like carbon monoxide, but this spell can also detect any other harmful gas that occurs naturally or is produced by alchemy or magic. Although this spell always reveals the presence of such gas, there is only a 2% chance per total spirit to identify the specific type of gas found (e.g., chlorine gas, methane, or carbon monoxide). Some rare, exotic gases may be beyond a priest's ability to identify exactly, although the identification roll may indicate the possible danger from or effect of the gas. The material component of this spell is the cleric's holy symbol.
Detect Magic  Spirit Cost: 2 
Time Required:1 action Range:Self Duration:Up to 10 minutes
For the duration, the priest gains the ability sense the presence of magic within 30 feet. The sense is not automatic but instead requires using an action to examine an object or creature to recognize a magical aura. If an object is on a living creature, then it is protected by its lifesong and therefore the person must be examined first to know something on his person is magical, then a second action, then third, and so on, could be used to delve deeper an examine specific items on the person’s possession.
Detect Metals and Minerals Spirit Cost: 2 
Time Required:1 action Range:90 feet Duration:10 minutes
The priest concentrates on finding a specific type of metal or mineral. If the substance is within 90 feet, the exact location and approximate quantity of the metal or mineral is revealed. The caster may try to detect different substances throughout the duration of the spell, one different type of metal or mineral per round. Metals and minerals of all types may be found, and a determination may be made of whether they are in a pure, refined form or whether they occur as a raw ore. The caster can move at a walking rate and still concentrate on the spell, but cannot engage in strenuous activity, combat or cast other magic and still maintain the detection effect. The priest must have his or her holy symbol.
Discern Language  Spirit Cost: 2 
Time Required:1 action Range:Self Duration:1 hour
The priest can understand all spoken and written languages. Responding, either in writing or verbally, is not endowed. The duration is 1 hour.
Discern Lies Spirit Cost: 8 
Time Required:1 action Range:30 feet Duration:4 minutes
The priest concentrates on a target. No reactions or new spells can be used during the continuous concentration. If the subject deliberately and knowingly speaks a lie, the priest will know. The spell does not reveal the truth, uncover unintentional inaccuracies, or necessarily reveal evasions. Skills such as silver tongue may protect from this discernment. The maximum duration for the concentration is 4 minutes.
Disrupt Thaumaturgy Spirit Cost: 4 
Time Required:1 action Range:60 feet Duration:1 minute
The priest selects a single creature, object or effect within 60 feet to attempt to bring the magical energy to an end. If a creature is selected, then this will disrupt the concentration in play. The opposing caster must make an appropriate save (Agility for cantrips, Logic for sorcery, and Faith for divine powers) against a DC 12 plus Faith; success indicates concentration is maintained. If an object is selected, should that object be projecting an effect, the disrupt arcana will stop it. An existing spell can also be taken down. In these last two cases, the effect makes a simulated save, rolling a d20 with bonuses based upon the power of the effect. If it is an axiom, the allow +2 for each point used for the spell. If a divine power, then bonuses are equal to the spirit points used. If that simulated save is successful, then the effect is not dispelled.
Divine Lock  Spirit Cost: 2 
Time Required:1 action Range:Touch Duration:1 month
The priest creates a semi-material locking mechanism to secure a specific item touched, which could be a chest, door, or window, basically anything a standard lock could protect, even if the object doesn’t have a clasp. The caster gains the ability for the month duration to touch it to open or close as desired. Additionally, the priest can grant this opening ability to one other person. Further if examined by detect magic its magical property will be revealed; however, it will not identify as metal despite its appearance. Due to the matical nature of the divine lock, it will prevent the item from being used in an animate objects incantation. Finally, it exists for one month or until destroyed. If picked, the lock axiom has a DC:15 and is destroyed if successful.
Downpour   Spirit Cost: 3 
Time Required:1 action Range:60 feet Duration:40 to 70 seconds
The priest can produce heavy rain fall in a 20-foot radius circular area (38 hexes), which lasts for d4+3 rounds. The downpour causes an obscurement, making all range attacks into or out of the area penalized by -4 to hit.
Dream  Spirit Cost: 5 
Time Required:1 minute Range:One Creature Duration:Up to 4 hours
This incantation allows the caster to become a messenger and effect the dreams of another intelligent being on the same plane of existence. If the target is asleep or in a state of dreaming meditation, the messenger can effect the target's dream creating any thing and the target would remember the dream perfectly. If the target is awake the messenger know it and can wait for it to fall asleep or end the trance ahead of time. However, the message itself has a duration of only one minute and no save is required. However, should the messenger choose to look horrific, making the dream nightmarish, its message will be shortened to ten seconds and the target will attempt to resist the messenger with a Will preservation save (DC:d4+16). If the priest is in possession of a graven image of personal nature, such as a possession, hair or blood, belonging to the target, then such a save is made at disadvantage. The the target's save is successful, the messenger is forced out of the dream and the spell is broken. If the target fails, then the message is known, and the target awakens immediately.
Escape Ward  Spirit Cost: 2 
Time Required:1 action Range:Self Duration:1 minute
This incantation grants the priest extra maneuverability when running through melee spaces that might otherwise offer a flee attack. This enchantment only works against foes who are larger by at least one size category above the priest. When running through adjacent spaces, by counting an adjacent hex as difficult terrain, then a larger opponent is unable to use a reaction for a flee attack. Also, the priest is at advantage for any competition to invade the larger creature's space.
Extract Poison Spirit Cost: 4 
Time Required:2 actions Range:60 feet Duration:Special
This ability occurs over two actions. As the first action, the priest draws poison and negative energy from nearby sources, like serpents, mushrooms or even undead. Most areas have natural poisons, but it is possible isolated or designed areas might not. It causes no harm to the object from which the venom is drawn. During this process until the priest’s next action, concentration is required, meaning no reactions or new castings are permitted. Upon the priest’s next action, that poisonous energy is emitted upon a single opponent within range. The victim must make a Resilience preservation save against point using a DC of (d6+12) plus the priest’s Faith. If the victim fails, the strike inflicts d4 point of body damage and acts under the poisoned restriction for the remainder of this and the following 2 rounds. Lastly, if the victim has been poisoned from this effect, then at the very beginning of the victim’s next turn, an identical save must be made again with the same penalties. If the victim made the first save, the second is automatically successful.
Exorcism Spirit Cost: 7 
Time Required:30 minutes Range:60 feet Duration:Special
Exorcism is a simple ceremony which will put a banshee to rest, cause a haunting to cease or remove a presence from a possessed being. This will also remove any charms or allures, such as a charm axiom, which might be upon a person. The process requires 30 minutes and is guaranteed to work, unless special circumstances exist for which the GM can justify.
Faerie Fire  Spirit Cost: 3 
Time Required:1 action Range:30 feet Duration:1 minute
Up to three targets within range when the incantation is cast are outlined in light if they fail an Agility preservation save (DC:d6+10 plus Faith). For the duration, affected creatures or objects shed dim light in a 10-foot radius. Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object cannot become invisible.
Favor   Spirit Cost: 2 
Time Required:1 action Range:60 feet Duration:1 minute
The priest selects an ally or self in combat within 60 feet. That target gains d4 temporary body points that lasts for 6 combat rounds. The score can exceed the maximum normal amount, and only one favor effect can be on a person at one time. This will not alter bonuses granted from the body score. If the points are not lost by physical combat during the 6 rounds, then the extra fade from existence at the end of the interval.
Favorable Wind  Spirit Cost: 2 
Time Required:1 action Range:30 feet Duration:10 seconds
The priest selects herself or an ally within 30 feet. If the next action is a ranged attack, guiding winds will aid the attack, granting advantage. If the next action is not a range attack or the power is not used by the end of the following round, then the benefit is lost.
Fearsome Duplicate  Spirit Cost: 3 
Time Required:1 action Range:90 feet Duration:2 minutes
The priest creates a larger and far more menacing version of herself that can be sent forth, manipulated like a puppet, and used to interact with others. This glamour has visual and auditory components but no tactile or thermal factors. Further the illusion becomes a larger and far more menacing version of the caster, being up to a large size category. Further, the cleric can determine a theme as to how it alters from the original appearance. However, this duplicate always retains some vestiges of the actual appearance. The duplicate has no actual substance, cannot manipulate the surroundings, or attack or otherwise harm creatures it encounters. The caster can use the duplicate to speak, and interact verbally. Additionally, the priest can see, hear and smell the duplicate's surroundings as if the priest were actually present using your Perception. The caster also remains aware of her own immediate surroundings when controlling the duplicate; however, this does take a toll on the senses. The priest suffers –4 penalty on Perception rolls of things in the original location while controling the image. Maintaining control of the duplicate requires a standard action; however, the duplicate can remain under control even if with no line of sight. The duplicate immediately winks out of existence if it is struck by an attack or in the area of a damaging effect, or if it moves beyond the maximum range of the spell. The illusion has an AC of 10 for attack calculations.
Fellowship  Spirit Cost: 2 
Time Required:1 action Range:Self Duration:1 hour
When the fey priest cast this upon oneself, he or she becomes +2 for all saves originated from a fey being. Further, whenever meeting a fey creature in a social situation, the priest emits a minor and friendly charm which causes other fey to be impressed, unless that fey being already had a hostile intent. This impression allows the priest to engage in 1 minute of conversation before the affected creature will act in a defensively or choose to respond in hostile manner, unless the priest or allies cause harm during that time.
Flame Strike Spirit Cost: 10 
Time Required:1 action Range:60 feet Duration:Instantaneous
A vertical column of divine fire roars down from the heavens in a location chosen by the priest. Each creature in a 10-foot-radius (7 hexes), 40-foot-high cylinder centered on a point within range must make an Agility preservation save against a DC (d8+20) plus the priest’s Faith score. Those caught in the area suffer 5d4 points of magical fire damage if failing the save, or half as much damage on a successful one.
Fog of War   Spirit Cost: 2 
Time Required:1 action Range:60 feet Duration:Up to 5 minutes
The priest can produce a magical dense fog in a 20-foot radius circular area (38 hexes), which lasts for 5 minutes until it slowly. This creates an obscurement, making visual depth into or from inside the fog only 10 feet. The fog can be overcome by magical sources, but natural wind will not dissipate or move it. If a target inside the fog cannot be seen, then methods that require line of sight cannot be used. Further, ranged attacks can still be used, but suffer a -3 penalty on the attack rolls. Moreover, the friendly-fire rule will be in play.
Free Curse Spirit Cost: 6 
Time Required:1 minute Range:30 feet Duration:Permanent
Like exorcism but targeting curses instead. This ability irrevocably removes all curses on an object or a creature.
Gentle Repose  Spirit Cost: 3 
Time Required:1 action Range:Touch Duration:1 month
This preserves a corpse for one month.
Ghoul Touch Spirit Cost: 4 
Time Required:1 action Range:Touch Duration:2 minutes
With this ability, the priest touches a victim, which requires a normal to hit about the opponent’s armor class or a successful grappling maneuver. Once delivered, the victim is permitted a Will preservation save against a DC (d6+12) and the priest’s Faith score. If failing the save the touch inflicts a movement penalty of -20 feet to the creature’s base movement. If base movement reaches zero, then the recipient falls under the paralyzed restriction. The effects of hindered movement last for 2 minutes or 12 combat rounds; however, on its turn, the victim can use an action to make another Will save against the original DC to restore 10 feet of movement.
Glorify Spirit Cost: 3 
Time Required:1 action Range:60 feet Duration:1 minute
The priest selects an ally or self in combat within 60 feet. That target gains +2 on all to hit attack rolls for the next 6 combat rounds.
Grace  Spirit Cost: 2 
Time Required:1 action Range:60 feet Duration:1 minute
The priest selects an ally in combat or self within 60 feet. That target gains +1 to hit on all attack rolls for the next 6 rounds.
Gravel Footsteps  Spirit Cost: 5 
Time Required:1 action Range:Touch Duration:Permanent
This dwarven curse hampers the touched creature who must roll a Faith preservation save against DC (d4+16) plus the priest’s Faith value. If successful, the curse fails. Otherwise, every time the effected creature takes a step it is constantly conjuring gravel beneath their foot. The gravel makes a noise when stepped on, penalizing -4 to stealth DC rolls and also allows the target to be followed with a +4 to all tracking feat rolls. The gravel has no effect on combat.
Growth of Plants  Spirit Cost: 7 
Time Required:1 action or 8 hours Range:150 feet Duration:Instantaneous
This spell channels vitality into plants within a specific area. There are two possible uses for the spell, granting either immediate or long-term benefits. If cast using 1 action, the priest selects a point within range. All normal plants in a 100-foot radius centered on that point become thick and overgrown. A creature moving through the area must spend 4 feet of movement for every 1 foot it moves, similar to thicket and related incantations; however, this solely effects movement with no chance of harming the one traversing the area. Further, the priest can exclude one or more areas of any size within the area from being affected.
If cast over 8 hours, the priest enriches the land. All plants in a half-mile radius centered on a point within range become enriched for one year. The plants yield twice the normal amount of food when harvested.
Guard Spirit  Spirit Cost: 3 
Time Required:1 action Range:30 feet Duration:1 minute
The priest selects an ally, imbuing him or her with the effects of a discipline skill, granting a +1 to all saves involving spirit sub-qualities. Should the recipient already possess the skill, then saves of such nature are made at advantage. The duration of the guard spirit is 6 rounds.
Guiding Bolt Spirit Cost: 2 
Time Required:1 action Range:60 feet Duration:1 round
A flash of light is hurled toward a creature of the priest’s choice within range. To determine if the attack hits, standard “throwing an item” rules are used, granting an appropriate number of d20s for the attack. Further, the rules of advantage and disadvantage might apply based on the other events of combat. If any d20-attack is successful against the target’s AC, then a shimmering light surrounds the victim; however, no damage is inflicted by this spell. As a result, until the end of the priest’s turn the following round, all attack rolls made against the marked creature are at advantage.
Halfling Vengeance Spirit Cost: 2 
Time Required:1 action Range:Touch Duration:30 seconds
By a successful touch attack against a small or tiny creature, this will deliver d4 points of necrotic damage and inflict a special nerve pinch which means for the victim’s next 3 actions it will not be able to use its Agility bonus as part of its AC calculation.
Hallow Spirit Cost: 4 
Time Required:1 action Range:60 feet Duration:1 minute
The priest selects an ally or self in combat within 60 feet. That target gains +3 on all attack dice for the next 6 combat rounds.
Heat Metal [Concentration] Spirit Cost: 3 
Time Required:1 action Range:30 feet Duration:Up to 1 minute
The priest selects a single manufactured metal object, such as a plow, a metal door, a metal weapon, or even a suit of armor; however, the object must be in direct line of sight. Concentrating on the object while chanting a prayer causes that one item to heat up to a burning temperature. Any creature in physical contact with the object suffers d2 points of fire damage at the start of the invocation. The priest can continue to chant and concentrate, which will prevent reactions in the interim. However, upon the priest's following turn, the item remains hot and will again inflict fire damage to anyone in contact with it. This continuous of heating the object can be maintained for six actions of inflicting potential damage. The creature in contact may optionally drop or remove the item, time permitting; however, if chooseing to stay in contact and suffer the damage, the creature is at disadvantage on attack rolls or skill rolls while the item remains heated. However, if the priest loses concentration or sight of the object, the invocation is instantly broken. This means ways to dispel the effect could vary from running around a corner to becoming veiled to being immersed in a showers or fog of war spell.
Immobilize Spirit Cost: 4 
Time Required:1 action Range:60 feet Duration:Up to 1 minute
This effect establishes itself in various ways depending on the deity granted it. It might be vines reaching up through the ground or mud softening beneath the victim. Regardless, the effect is the same, as the priest selects a single target within range, visibly seen and in contact with the ground, attempting to restrain that victim to the spot. The target is permitted a Strength preservation save against a DC of (d6+10) plus Faith score. If successful, the target breaks free of the magical gripping to the ground; otherwise, he, she or it is considered restrained. However, victim may choose to use an action to free himself with another Strength feat against the original DC. Otherwise, the duration is 6 rounds.
Infusion of Fire  Spirit Cost: 2 
Time Required:1 action Range:Touch Duration:30 seconds
This enchantment endows a single melee weapon with an infusion of fire such that an additional point of fire damage is also inflicted upon a successful strike with the weapon. While under the effects, the weapons strikes as if it were a silver weapon, unless its normal type is better. The effect lasts on the weapon for 3 rounds.
Infusion of Ice  Spirit Cost: 2 
Time Required:1 action Range:Touch Duration:30 seconds
This enchantment endows a single melee weapon with an infusion of cold. If striking a creature, the victim suffers an additional point of cold damage. While under the effects, the weapons strikes as if it were a silver weapon, unless its normal type is better. The effect lasts on the weapon for 3 rounds.
Infusion of Lightning  Spirit Cost: 2 
Time Required:1 action Range:Touch Duration:30 seconds
This enchantment endows a single melee weapon with an infusion of lightning. When successfully striking a creature, an additional point of lightning-based damage is also inflicted. While under the effects, the weapons strikes as if it were a silver weapon, unless its normal type is better. The effect lasts on the weapon for 3 rounds.
Intimidating Presence  Spirit Cost: 4 
Time Required:1 action Range:Self Duration:10 minutes
The speech of the terrac priest becomes more forceful as does his or her general bearing more menacing. The grants a +4 bonus on social interactions when intimidation, interrogation or influence is involved.
Lift   Spirit Cost: 2 
Time Required:1 action Range:Self Duration:1 hour
With this ability, the priest can jump over or onto any obstacle 10 feet tall with the certainty of landing sure-footed. The spell duration is 1 hour.
Lightning Spirit Cost: 5 
Time Required:1 action Range:60 feet Duration:Instantaneous
The priest calls down lightning from the sky, striking three separate 5-foot (1 hex) locations of choice within 60 feet and in direct sight. Any creatures in those areas suffer d4 body point of lightning damage. However, the effected are permitted a preservation save using Resilience against DC d6+10 plus the priest’s Faith in order to avoid the damage. Rules of cover also apply for victims, but the direction of attack is from above the victim. This may only be used outdoors and an open sky. Lastly, this is considered normal lightning rather than magical, meaning creatures who have a magic resistance advantage would not receive it against this invocation.
Locate Spirit Cost: 4 
Time Required:1 minute Range:Special Duration:30 minutes
Using the priest’s holy symbol, the direction of a specifically known object can be known, so long as that object is within 1000 feet per point of the priest’s Faith score. This can also be used to find the closest source of a generic (non-magical) object, such as water or gold, assuming any is within the distance of the priest’s ability.
Invocations (M-R)
Mask Spirit   Spirit Cost: 2 
Time Required:1 action Range:20 feet Duration:1 hour
The priest can hide the aura or lifesong of two beings. This makes them effectively invisible to undead or any relying on spirit sight. Further, lesser undead will not have the capacity to understand the difference between invisible and missing; thus, likely will break off attacks. If the recipients are attacked by those unable to detect them, they are treated as invisible as a restriction, and the attackers would suffer from blind shot if using anything of range. The duration of the incantation is one hour.
Meld with Rock   Spirit Cost: 6 
Time Required:1 action Range:Touch Duration:12 hours
The priest steps into a stone object or surface large enough to fully contain one's body, melding oneself and all the equipment carried into the rock for the duration. Using movement, the caster steps into the rock at a point it can be touched. Nothing of the priest's presence remains visible or otherwise detectable by nonmagical senses. While merged with the stone, the caster cannot see what occurs outside it, but Perception checks can be made to hear sounds outside it, yet are made with disadvantage. The priest remains aware of the passage of time and can cast self-based incantations while merged in the stone. Movement can be used to leave the rock where it was entered, which ends the spell. Otherwise the caster is unable to move. Minor physical damage to the stone will not harm the encased being, but its partial destruction or a change in its shape (to the extent that one no longer fits within it) expels the occupant and deals 2 bludgeoning damage to the priest. The stone’s complete destruction (or transmutation into a different substance) expels the occupant and deals 5 bludgeoning damage. If expelled, the priest falls prone in an unoccupied space closest to where he or she first entered.
Necrosayance Spirit Cost: 4 
Time Required:1 action Range:10 feet Duration:Up to 10 minutes
This spell allows the priest to communicate with a corpse. The corpse must still have a mouth and cannot be undead. The spell fails if the corpse was the target of any other necrosayance within the last 10 days. The corpse must answer three questions. The answers are limited to the memories and knowledge of its previous life, including languages known and understood. The dead cannot comprehend anything that has happened since it died, and is unable to speculate about future events. Answers are usually brief, cryptic, or repetitive; however, they will be mostly truthful from the perspective of the corpse. The process of answering varies but requires approximately one to two minutes per answer, making this an unlikely invocation to be used during combat.
Negative Treatment Spirit Cost: 2 
Time Required:1 action Range:30 feet Duration:Permanent
The priest can heal a single undead creature. Upon casting, the target regains d3 points. Healing cannot exceed the maximum health. The healed undead must be within 30 feet of the priest to receive the restoration.
Noxious Fumes Spirit Cost: 6 
Time Required:1 action Range:30 feet Duration:3 minutes
The priest can produce a magical dense poisonous cloud in a 10-foot diameter circular area (7 hexes), which lasts for 3 minutes (18 rounds) until it slowly dissipates. This invocation can be placed atop of other’s position. The cloud can be overcome by magical sources, but natural wind will not dissipate or move it. Any creature caught within the fumes will immediately act under the poisoned restriction. Anyone choosing or unable to leave the cloud on its next movement opportunity will suffer d4 point of alchemical damage. Further, whether remaining or exiting, a creature must make a Resilience preservation save against DC (d4+16) to be able to take any action other than movement, as the creature overcomes the poisonous attack. The effect is one of alchemical corrosion which harms creatures whether they breathe or not. Finally, for those inside the fumes, there is a total obscurement, meaning even those in an adjacent hex cannot be seen clearly. This creates a -2 penalty on melee attacks and a -5 for ranged attacks for those firing into or from within the effect; friendly fire will be used for all ranged attacks as well.
Opportunity  Spirit Cost: 2 
Time Required:1 action Range:Touch Duration:10 seconds
This invocation grants advantage to the recipient's next action. If no action is taken within one round, then the blessing is lost.
Perceive Insanity  Spirit Cost: 2 
Time Required:1 action Range:30 feet Duration:Up to 2 hours
The priest can sense the presence of mental disturbance in creatures within 30 feet. While the duration of the spell is 2 hours, the awareness is not automatic. It requires focus (as an action) to sense the state of one creature. The history of the problem or what it is will not be revealed, merely that the being is suffering from some sort of madness or addiction. Charmed or possessed creatures will also register under this discernment, but they will be indistinguishable from insanity.
Poison Ward   Spirit Cost: 4 
Time Required:1 action Range:30 feet Duration:2 minutes
The priest selects an ally or self in combat within 30 feet. That target gains advantage specifically from poisons that might harm him or her over the next 12 rounds of combat. Against any effect classified as poison requiring a preservation save, the recipient will make such rolls with advantage. Should any effects still bring harm to the recipient, then he or she should be considered resistant to poison for any such calculations.
Produce Disease Spirit Cost: 4 
Time Required:1 action Range:Touch Duration:Instantaneous
This is more of a slow curse than something to assault with in combat. The priest can select either Abyssal Fever, Hangman's Distemper, or Rat Fever to infect the target. The victim must make a save appropriate to the type of disease. If failing, symptoms will begin to occur at the end of the incubation period. Similarly, the priest can infect an inanimate object that will likewise deliver the disease if touched by another within the incubation period.
Protection from Fire  Spirit Cost: 6 
Time Required:1 action Range:50 feet Duration:3 minutes
The priest selects an ally or self in combat within 60 feet. That target becomes resistant against fire, gains +5 AC against fire and +5 to all saves involving fire. The effect lasts for 18 rounds.
Protection from Ice  Spirit Cost: 6 
Time Required:1 action Range:50 feet Duration:3 minutes
The priest selects an ally or self in combat within 60 feet. That target becomes resistant against cold, gains +5 AC against cold and +5 to all saves involving cold. The effect lasts for 18 rounds.
Protection from Lightning  Spirit Cost: 6 
Time Required:1 action Range:50 feet Duration:3 minutes
The priest selects an ally or self in combat within 60 feet. That target becomes resistant against lightning, gains +5 AC against lightning and +5 to all saves involving lightning. The effect lasts for 18 rounds.
Rapid Warmth  Spirit Cost: 2 
Time Required:1 action Range:Touch Duration:Special
This restores a being to its normal healthy body temperature and removing any lingering chills from exposure to cold. This will also instantly thaw a frozen creature, as being a victim of cold of cone.
Reanimation  Spirit Cost: 7   
Time Required:1 minute Range:Touch Duration:Special
A deceased creature is restored to a semblance of life it once was, assuming the creature has been dead less than one day per point of Faith. However, this is a method of un-life, granting the new creature all the abilities of an undead being with part of its original abilities in tact, but the new being is not the same nor does it have a soul. It also has little free will and basically follows the instructions of the caster. Any skills costing 300 karma or less are restored to the new being's existence; however, no divine powers are recovered. Its sub-quality scores will each be one point lower than when alive. Movement base is also ten feet slower than normal. The body does not decay while it is reanimated. Such a reanimated creature is not actually undead; thus it cannot be turned, harmed by positive energy, affected by holy water, or healed by negative energy. If killed again, it can be reanimated again so long as the time limit is within the original death.
Reeking Spirit Cost: 3 
Time Required:1 action Range:Touch Duration:1 hour
Another dwarven curse that forces the victim to roll a Faith preservation save (DC:12) to avoid. If failing, the target touched smells horrible, modeled from the stench of a dwarf after a days long day of hard work; a lot of sweat mixed with dirt, metal, blood and countless other smells. The aura of smells noticeable for up to 30 feet depending on conditions. The smell is disgusting, and gives a -2 to all social encounters. The smell can not be washed away, and even strong perfumes can not mask it. The reeking will draw any insects or creatures usually attracted by strong smells, and will be left behind for those that track by smell. Although normal means will not dissipate the odor before the spell elapses, a free curse will. The priest may also end the effect at any time. Once the reeking has ended, the lingering effects will remain in clothing and equipment until they are cleaned.
Refresh Spirit Cost: 2 
Time Required:1 action Range:Touch Duration:Special
Upon touching another being, their personal energy will be restored as if just having slept for eight hours. The recipient can continue normal movement, labor and actions without the need for additional rest or fear of contracting exhaustion. However, this does not replace the effects of either a short or long rest; quality points are not recovered in any way. Further, this cannot remove any degree of existing exhaustion imposed from penalties.
Regenerate  Spirit Cost: 8 
Time Required:1 action Range:Touch Duration:5 minutes
Up to two recipients touched by the priest gain the ability to heal quickly. Each gain back 1 point of body at the start of its turn after being touched. The regenerative powers cannot restore a creature above its maximum score. The effect lasts for 5 minutes (or 30 rounds).
Rejuvenating Waters Spirit Cost: 7 
Time Required:1 action Range:Touch Duration:Permanent
This incantation requires the priest to have access to enough water to fully immerse the recipient, but by doing so, this will heal 2d6 to a single target. However, there is a further chance of expelling negative effects of poison or charm as well. If the recipient is affected by poison, then another save against the type of poison originally inflicted is permitted. If successful, this acts as an anti-venom procedure against the specific poison. If the recipient is under the effects of a charm or even possession, a second save like the original is permitted to remove the effect.
Remove Disease Spirit Cost: 4 
Time Required:1 action Range:10 feet Duration:Permanent
Remove disease cures all diseases from one to three subjects. The power also inflicts 2d6 points of body damage to any parasite, mold or slime creatures. Certain special, magical or even alchemical diseases may not be countered by this ability at the GM’s discretion.
Renew Deposit Spirit Cost: 12 
Time Required:1 day Range:Touch Duration:Special
This spell permits a dwarven high priest to renew the normally nonrenewable mineral resources upon which dwarven society depends. With this spell, a depleted mineral or metal ore deposit can slowly grow and renew itself. First, a mineral seed must be prepared. The type of seed must be the same as that of the deposit to be renewed (e.g., a gold seed is used to renew a gold vein, a diamond seed is used to restore a diamond mine). The value of the seed ranges from 5,000 bits for a base metal (such as iron) up to 150,000 gp or more for a very rare substance (such as mythril).
Next, the high priest casts prayer upon the seed, then casts the renew deposit spell. The seed is planted in the depleted vein at the midway point of the spell-casting. The cleric will require bed rest for 72 hours after the spell is completed, because the spell is so physically and spiritually draining.
Once the spell is cast, the depleted deposit slowly grows new ore until the vein is completely renewed. The vein renews itself at a rate that depends on the substance growing in the vein, as follows:
• Base metal (iron or copper): 5-30 years.
• Precious metal (silver or gold): 20-80 years.
• Very rare metal (mithral): 70-100 years.
• Semiprecious stones: 5-20 years.
• Fancy stones: 10-60 years.
• Gems tones: 20-80 years.
The substance grows until the deposit is fully renewed, up to the total volume of the original deposit. If the vein is again depleted, the spell may be cast again. If the vein is hastily mined before the deposit is fully renewed, the spell is broken and no additional growth occurs. Furthermore, no additional growth can ever occur, even if the spell is cast again, because the vein has been spiritually polluted by the greed and haste of the foolish miners. Only a special act of forgiveness by a dwarven deity can overcome the spiritual pollution of the area.
Re-preserve  Spirit Cost: 2 
Time Required:1 action Range:10 feet Duration:Permanent
This effect is the opposite of decompose, as it regrows flesh upon a skeleton to restore the appearance of the deceased on the time of death. While this is often used for funerals or investigations, it is also possible to prepare the dead to become a zombie rather than a skeleton prior to animating it. This will affect up to 2 skeletons per casting.
Resist Fire   Spirit Cost: 2 
Time Required:1 action Range:30 feet Duration:1 minute
The priest selects an ally or self in combat within 30 feet. That target gains +2 AC bonus and +2 for saves against fire for the next 6 combat rounds.
Resist Cold   Spirit Cost: 2 
Time Required:1 action Range:30 feet Duration:1 minute
The priest selects an ally or self in combat within 30 feet. That target gains +2 AC bonus and +2 for saves against cold-based damage for the next 6 combat rounds.
Resist Lightning   Spirit Cost: 2 
Time Required:1 action Range:30 feet Duration:1 minute
The priest selects an ally or self in combat within 30 feet. That target gains +2 AC bonus and +2 for saves against lightning for the next 6 combat rounds.
Restore  Spirit Cost: 10 
Time Required:1 action Range:Touch Duration:Permanent
This power restores each value of body, mind and spirit to within d6 from their maximum scores, rolled separately. If the current value exceeds the calculation, then that score is restored to maximum. However, the power of this incantation is so great that it cannot be cast a second time without having a short rest first. Further, this incantation is subject to the divine law of spiru-dynamics, meaning the maximum number of Spirit points restored is limited to 10 points.
Reveal Spirit Cost: 3 
Time Required:1 action Range:30 feet Duration:Instantaneous
This power dispels all invisible, concealed and magically hidden items and beings within a 30-foot radius. Each potentially revealed creature must make a Resilience preservation save against a DC (d6+10) plus Faith score. If failing, the invisible creature is revealed or glowing for non-corporeal. The magical indication can be seen by all with normal vision and even penetrate darkness; however, without darkvision or other sight, only objects revealed can be seen through the darkness – everything else is still unknown.
Ride the Lightning Spirit Cost: 6 
Time Required:1 action Range:300 feet Duration:Instantaneous
The priest transforms into a lightning bolt and instantaneously moves to a new location within 300 feet. The bolt cannot inflict damage. No movement points are used by this invocation.
River Eyes  Spirit Cost: 3 
Time Required:1 minute Range:3 miles Duration:Up to 10 minutes
This allows the priest to view happenings that are occurring along a natural watercourse in which the priest stands. The vision can only see downstream and not behind the flow of the water. Further, this incantation requires concentration, which prevents reactions or new spells during its use. The range of this awareness is one miles per point of Faith; however, concentrating on multiple areas of the waterway simultaneously is not possible.
Invocations (S-Z)
Sanctify Spirit Cost: 6 
Time Required:1 action Range:20 feet Duration:30 seconds
The priest blesses all allies and self within 20 feet to a maximum of 8 recipients. Each one is under advantage for all combat rolls, melee and range, and gain +2 on all attack dice for the next 3 combat rounds.
Sculpt Spirit Cost: 4 
Time Required:1 action Range:20 feet Duration:Special
The ability can form an existing piece of stone into any shape that suits a purpose. Moving parts and fine detail is simply not possible. The amount of stone altered is 10 cubic feet per point of Faith; thus, with a score of 3, a 3x10 wall 1-foot deep could be created. For the completion of the transformation, mental concentration is required, meaning no reactions or new spells are permitted. The rate of shaping is a slow 2 cubic feet per second.
Seduction Spirit Cost: 4 
Time Required:1 action Range:15 feet Duration:30 minutes
The caster causes an alluring charm to come over a single target, permitted the victim is animal or humanoid. The victim must make a Judgment preservation save against a DC of (d6+10) plus Faith score. If failing the save, then the effect works, and the target considers the priest to be a close and dear friend and under the charmed restriction. Once the duration has expired, the recipient will have little memory of what transpired.
Self-Reflection Spirit Cost: 2 
Time Required:1 minute Range:Self Duration:Instantaneous
This effect allows the priest to accelerate his or her own natural healing. The invocation requires a full minute of chanting and concentration, during which no reactions may be taken or new spells cast. At the end of the chanting, the priest will reap all the benefits as if having taken a short rest. No other short rest can be benefited from again, including the recasting of this invocation, until a long rest occurs.
Showers   Spirit Cost: 2 
Time Required:1 action Range:60 feet Duration:20 to 40 seconds
The priest can produce heavy rain fall in a 15-foot radius circular area (19 hexes), which lasts for d3+1 combat rounds. During the effect, the shower acts as like an obscurement, inflicting a -2 penalty to all range to hit attacks from within or fired into the area, despite the the total distance of the shot.
Silent Step  Spirit Cost: 4 
Time Required:1 action Range:Touch Duration:5 minutes
For the duration of the incantation, the target can move with silent steps. This includes walking over difficult terrain with no penalty; however, it cannot overcome the effects of a thicket or similar spells nor will it prevent any sort of restraint. The net result is the target gains an additional d6+2 on any stealth DC calculations.
Sky Drop  Spirit Cost: 8 
Time Required:1 action Range:Line of sight, roughly 3 miles Duration:Instantaneous
With this incantation the priest flies upwards at supersonic speeds and landing at a new destination, effectively teleporting. The destination can be as far away as can be seen by an unobscured line of sight, which is approximately three miles on level ground. This transport is always on target, but can only be used if the open sky is directly overhead.
Snow Shape Spirit Cost: 2 
Time Required:1 action Range:30 feet Duration:Special
The ability can form snow and ice into any shape that suits a purpose. Moving parts and fine detail is simply not possible. The amount of frozen material altered is 10 cubic feet per point of Faith; thus, with a score of 3, a 3x10 wall 1-foot deep could be created. For the completion of the transformation, mental concentration is required, meaning no reactions or new spells are permitted. The rate of shaping is 5 cubic feet per second.
Smear Spirit Cost: 3 
Time Required:1 action Range:30 feet Duration:Permanent
This ability targets carvings, totems, runes or writing as a single object, magical and non-magical alike. It dilapidates the item, reducing recognizable symbols to illegible smears, carved likenesses to marred blobs, and runes to a defaced result. This is an automatic effect on a writing which is not in not under the control of a living being. However, when an object resides inside a lifesong or biofield (including tattoos), then the target creature is permitted a Faith preservation save against the divine power. The DC is a (d6+10) plus the priest’s Faith. Magical writings might have their own save as well, at the discretion of the GM.
Smog  Spirit Cost: 9 
Time Required:1 action Range:100 feet Duration:15 minutes
The priest can produce a huge and extremely dense fog in a 40-foot radius circular area, which lasts for 15 minutes until it slowly dissipates. The smog creates a visible obscurement, limiting line of sight to 5-feet for those looking into or from within the effect. The smog can be overcome by magical sources, but natural wind will not dissipate or move it. Ranged attacks can still be used; however, firing upon targets inside the smog suffers a -5 attack penalty. Further, all ranged attacks are considered blind-shots, meaning the friendly fire rule is used.
Solar Flare  Spirit Cost: 5 
Time Required:1 action Range:60 feet Duration:10 seconds
The priest causes light to shine from within himself. As an action, the caster creates a burst of light which originates from the cleric and has a radius of 60 feet. Any creature within 20 feet that is not friendly must roll a Perception save (DC:16) or be blinded for its next 6 actions (1 minute). After the initial blast of light, if used in a dark space, that area will be lit by a bright glow until the end of then priest's next turn.
Speak with Animals  Spirit Cost: 2 
Time Required:1 action Range:Self Duration:10 minutes
The fey priest gains the ability to comprehend and verbally communicate with animals for the duration; however, the creature must have at least 1 mind score. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. This does not permit persuasion for the animal to perform any favors; however, in trade of food or other bargaining, at the GM’s discretion, gaining a small favor is possible. It is recommended the animal being willing (GM’s discretion) and fail a Judgment save (DC:12).
Spike Stones  Spirit Cost: 7 
Time Required:1 action Range:90 feet Duration:8 hours
Rocky ground, stone floors, and similar surfaces shape themselves into long, sharp points that blend into the background. Spike stones impede progress through an area and deal damage. Any creature moving on foot into or through the 20ft square area moves at half speed. In addition, each creature moving through must make an Agility preservation save (DC:10) for every 5 feet of movement through the spiked area; if failing the save, d4 point of piercing damage is inflicted to the body. Any creature that takes damage from this spell must also succeed a Resilience save (DC:10) after clearing the area to avoid injuries to their feet and legs. A failed save causes the creature’s speed to become half of normal for 24 hours or until the injured creature receives magical healing. Spike stones is a magical trap that requires a Perception check of 16 or higher to notice it.
Spineless   Spirit Cost: 5 
Time Required:1 action Range:Self Duration:10 minutes
This power allows the priest to walk in dangerous terrain, magical or otherwise, such as into a thicket,brambles or even spike stones area, without fear of becoming harmed. This further allows the priest to ignore movement penalties from rough terrain, whether natural or magical in nature. Should movement through an area require saves to avoid damage, then those saves are made at advantage, as well as a +3 on any save die roll. Areas that automatically inflict damage, such as briers, would still inflict harm but the priest could move through the effect at his or her standard movement rate. Further, if under the prone restriction, those movement restrictions remain; however, additional rough terrain modifiers would not apply. Lastly, this allows the priest to stand up from prone with a cost of only one-quarter of one’s standard movement (rather than half).
Spirit Sight  Spirit Cost: 4 
Time Required:1 action Range:Self Duration:30 minutes
This ability endows the priest with a life-detection radar sense like the undead use. During this effect, the priest is effectively immune to the blinded restriction. This effect lasts for 30 minutes.
Static Shield  Spirit Cost: 2 
Time Required:1 action Range:Self Duration:1 minute
The effect envelops the priest in a visible field of lightning. If wearing light or no armor, it raises the recipient’s AC by 3, but has no effect if wearing medium or heavy armor. This is classified as the "other" segment of AC; thus, it is not able to be combined with rings of protection, etc. Additionally, it grants a further +2 bonus to the priest's AC specifically against fire. The effect lasts for 6 rounds.
Status Spirit Cost: 5 
Time Required:1 action Range:120 feet Duration:6 hours
Once enchanting herself, the priestess can visually select any creature within range to know its Body quality status using a subsequent action. This can be used to assess an enemy or determine the severity of a fallen comrade. In game terms, this means the priest’s player can know the exact value for the current Body score, including temporary points which will be distinguished separately. As an example, the GM might say, the monster has 15 Body points, 2 of which are temporary. The range of the ability is a 120-foot radius and can only target beings without any protections from aura-reading, mind-shielding or magic resistance of any kind. To perform a scan on a seen creature, one full round of concentration is required and only information about a single target can be gained during that round. During this concentration, the time from starting the action until the start of the priest’s next turn, he or she cannot make any reactions. However, at the start of the next turn, he or she will be aware of the current values. Once endowing this ability, for the following 6 hours the priest can perform it as often as desired and on as many creatures as possible.
Stepping Stones  Spirit Cost: 2 
Time Required:1 action Range:30 feet Duration:2 rounds
This spell conjures up stones roughly the size of the priest's foot. One stepping stone is created for point of Faith of the caster. The stones may be placed by the priest as desired within the range of the incantation, and each stone is able to levitate above the ground up to eight feet above a surface (including water or a molten surface). Other people and creatures may use the stones for as long as they exist. When the duration ends or should the stones be dismissed by the priest, anyone standing on the stones will fall to the ground.
Stone Bones  Spirit Cost: 6 
Time Required:1 action Range:Touch Duration:Up to 6 hours
The priest selects from one to three allies to protect, which may include the priest herself. Those recipients gain +5 to armor class against blunt, edged and piercing attacks. However, after being struck physically by any of these, the defense expires, and the AC returns to normal upon the recipient’s next turn in combat. Any physical attacks in the interim will still be made against the higher armor class. The stone bones effect lasts for a maximum of six hours.
Stone Talk  Spirit Cost: 7 
Time Required:10 minutes Range:Self Duration:5 minutes
With this incantation, the priest gains the ability to speak with stones, which relate who or what has touched them as well as revealing what is covered or concealed behind or under them. The stones relate complete descriptions if asked. A stone’s perspective, perception, and knowledge may prevent the stone from providing the details desired. The priest can speak with natural or worked stone.
Suggestive Fear Spirit Cost: 4 
Time Required:1 action Range:40 feet Duration:30 seconds
This effect is typically used in social encounters rather than combat, as it would be difficult without special skills of communication. However, with those, it would be possible. The power of this ability attacks a single victim’s mental state, forcing one to make a Judgment preservation save against a DC (d6+12) plus Faith. Should the victim fail, then the priest speaks about potential accidents and mishaps that might happen, powerful suggestions overcomes the target’s perception as a phantasm illusion, whereby those statements feel very real for a few moments. For example, if the target were eating, the priest could suggest how painful and horrible it would be should the victim begin to choke; after hearing this the recipient suffers a momentary phantasm illusion as if he or she were actually choking, using the appropriate rules of asphyxiation. The recipient must also understand the language the priest speaks.
Summon Animals  Spirit Cost: 5 
Time Required:1 action Range:60 feet Duration:Up to 1 hour
The priest summons fey spirits that take the form of animals (but not primeval) and appear in unoccupied spaces that you can see within range. No creature over 20 body points can be summoned and all forms will be the same. The formed beasts can collectively equal 20 body points plus the Faith score of the priest; thus, if the priest has a 6 Faith, then 26 body points of animals can be summoned, e.g., two giant frogs or six giant bats. The summoned creatures are friendly to the priest and companions. They obey any verbal commands that you issue to them (upon completion of casting). If no commands are issued, they defend themselves from hostile creatures, but otherwise take no actions.
Sunray Spirit Cost: 9 
Time Required:1 action Range:40 feet Duration:Instantaneous
A beam of purifying fire and light emits from the priest, extending 40 feet in a 5-foot wide path. Each creature in the path will be inflicted by 4d4 points of fire damage and be blinded. Undead beings are vulnerable to this attack, making the base damage double the roll. However, each victim may make an Agility save against a DC (d8+18) plus the priest’s Faith score to take only half the damage (round down) and avoid being blinded.
Surrender Spirit Cost: 2 
Time Required:1 action Range:30 feet Duration:1 round
The effect fills the recipient with dread and attacks their spirit, who must make a Will preservation save against a DC which is (d4+8) plus Faith score. If failing the victim is vanquished, drops held weapons and becomes under the charmed restrictions until after its next action. However, if the priest or his allies attack the target during the surrender, then the charm is broken. Also, after the victim’s next turn, he/she/it may fight again, assuming weapons were not removed or the target was not restrained in some way in that time.
Sustenance  Spirit Cost: 2 
Time Required:1 minute Range:Touch Duration:Permanent
Provide a day’s worth of food and water for 2 people.
Thick Air   Spirit Cost: 3 
Time Required:1 action Range:Self Duration:2 minutes
This ability allows the priest to act as if having a deflect missiles skill for the following 12 rounds.
Thicket  Spirit Cost: 2 
Time Required:1 action Range:60 feet Duration:90 seconds
This power creates a 10-foot radius circular area (7 hexes) filled with bushes, branches and vines, which creates great cover, but may only be created outdoors. Further, the thicket may not be created covering any occupied space. The area is considered rough terrain for any creature entering it, costing an additional foot of movement for each foot traversed. This divinely empowered effect will work against creatures who would otherwise not be penalized for terrain modifiers under natural conditions. In addition to the rough terrain modifier, should one choose to enter the thicket, then at the half-way point of that creature’s movement through the thicket area, an Agility preservation save is required against a DC (d4+10) plus the priest’s Faith. If failing the save, the victim becomes caught up or tripped to the ground, considered to have the prone restriction at that moment. If prone, a reaction to stand up may be used. If using movement other than one’s own transit, such as a fly axiom or magic carpet, to move above the area then no save is required, nor would the movement penalties apply. The overgrowth will remain for 9 combat rounds.
Tongues Spirit Cost: 6 
Time Required:1 action Range:Self Duration:2 hours
The priest can speak, read, write and understand any language for a duration of 2 hours.
Torch   Spirit Cost: 2 
Time Required:1 action Range:Touch Duration:Up to 24 hours
Upon touching an object, no larger than ten-feet in any dimension, which objects emits bright light in a 30-foot radius, colored as desired. Covering the object blocks the light, and the effect can be dismissed at will; however, for the duration of 24 hours, the light can also be brought back as often as desired (as an action) provided one minute passes between toggles. Further, if the object is worn or held by a hostile or unwilling being, then that creature may roll an Agility preservation save against a DC (d4+8) to avoid it.
Tranquility  Spirit Cost: 2 
Time Required:1 action Range:60 feet Duration:1 minute
The priest selects an ally or self in combat within 60 feet. That target gains d2 temporary spirit points which last for 6 combat rounds. The score is able to exceed the maximum normal amount, but only one tranquility effect can be on a person at one time. If the points are not lost by spiritual combat or spell-casting during the 6 rounds, then they fade from existence at the end of the interval.
Treat Mass Wounds Spirit Cost: 7 
Time Required:1 action Range:10 feet Duration:Permanent
The priest radiates healing energy which heals any injured ally within 10 feet of the priest’s location (19 hexes). Each ally within the area of effect rolls 2d6 for oneself; this is the number of body points that are restored. The healing cannot exceed the maximum body score, but it will affect those in negative values.
Treat Minor Body Damage  Spirit Cost: 2 
Time Required:1 action Range:30 feet Duration:Permanent
The priest can heal a single target. Upon casting, the recipient regains a d4 body point. If in the negative range, this will stabilize the recipient and stop any death saves; however, it will not restore any body points. Should a target be exactly zero points, then the recipient is raised to 1 point and immediately active again. Of course, standing up will be needed. Healing cannot exceed the maximum health. The ability can be performed so long as the target is within 30 feet and the priest has direct sight of the ally.
Treat Moderate Body Damage  Spirit Cost: 4 
Time Required:1 action Range:20 feet Duration:Permanent
The priest can select a single recipient within 30 feet, who are able to be seen and not blocked by any invisible barrier (such as glass or instant wall). A total of d6+1 Body points are restored. Repair cannot exceed the maximum, but negative body scores can be restored.
Treat Serious Body Damage  Spirit Cost: 6 
Time Required:1 action Range:10 feet Duration:Permanent
The priest can select one or two recipients within 30 feet, who are able to be seen and not blocked by any invisible barrier (such as glass or instant wall). A total of 2d6 is restored, which can go to one individual or the dice can be split to heal two targets; if two are selected, each target rolls a separate die for health restoration. Repair cannot exceed the maximum, but negative body scores can be restored.
Treat Minor Mind Damage  Spirit Cost: 2 
Time Required:1 action Range:30 feet Duration:Permanent
The priest can heal a single target. The recipient regains d4 mind point, up to his or her maximum. This invocation can raise scores even in the negative range. The range is 30 feet but requires line of sight.
Treat Moderate Mind Damage  Spirit Cost: 4 
Time Required:1 action Range:20 feet Duration:Permanent
Instantly restores d6+1 points of Mind to a single recipient but cannot exceed the recipient's maximum. The range is 30 feet but requires line of sight.
Treat Serious Mind Damage  Spirit Cost: 6 
Time Required:1 action Range:10 feet Duration:Permanent
Instantly restores 2d6 points of mind to one or two recipients; dice are split according to the number of targets. Repair cannot exceed the maximum. The range is 30 feet but requires line of sight.
Treat Minor Spirit Damage  Spirit Cost: 2 
Time Required:1 action Range:20 feet Duration:Permanent
The priest can heal a single target. The recipient regains d4 spirit point, up to his or her maximum spirit. This invocation can raise scores even in the negative range. The range is 30 feet but requires line of sight.
Treat Moderate Spirit Damage  Spirit Cost: 4 
Time Required:1 action Range:10 feet Duration:Permanent
A single target, within 30 feet and in line of sight, instantly restores Spirit points based on a d6+1. However, this incantation is subject to the divine rules of spiru-dynamics, meaning that the maximum about amount restored can only be 4 points; thus, any raw score higher than 3 on the d6 restores only 4 points. Repair cannot exceed the maximum.
Treat Serious Spirit Damage  Spirit Cost: 6 
Time Required:1 action Range:30 feet Duration:Permanent
Up to two targets are instantly restored a total of 2d6 points of spirit; if two targets are chosen then one die is rolled for each; however, as this incantation is subject to spiru-dynamics, if two targets are selected, each recipient has a maximum of only 3 points of repair, regardless of the values on the dice. This means values over 3 on the d6 count as 3 points, but lower values on the other die could still produce less than cost of the spell. Repair cannot exceed the maximum. The range is 30 feet but requires line of sight.
Tremor Spirit Cost: 3 
Time Required:1 action Range:30 feet Duration:Instantaneous
The priest causes a small, localized tremor centered at a focal point, which radiates outwards to affect anyone in a 10-foot radius (7 hexes total). All caught in the effect must make a Strength preservation save against a DC (d6+8) plus Faith or fall prone. Creatures with four or more legs gain +4 on the save.
Trickster's Blessing Spirit Cost: 2 
Time Required:1 action Range:Touch Duration:10 minutes
While this invocation cannot be cast upon oneself, any ally has his or her armor quieted and gain more freedom of movement. Effectively, this removes the disadvantage of stealth that any armor that has that penalty. It further adds +2 to any stealth roll performed in the duration.
Tsunami Spirit Cost: 11 
Time Required:1 action Range:60 feet Duration:Instantaneous
This incantation requires a large body of water such as a lake or ocean; however, by casting it a massive whirlpool is created which causes a wave of water to strike a 10-foot wide space. However, both the target area and the edge of the body of water must both be within the 60-foot range. A direct path from the water to the target area crashes down, potentially effecting 24 hexes. All those in the area suffer 4d4 points of bludgeoning damage and will be knocked prone. Victims are permitted a Strength save (DC:20) to reduce the damage to half and remain standing. Creatures capable of swimming automatically succeed on the save. Wooden buildings and structures in the direct strike require a survival check on a d20 at a DC of 14.
Turn Undead Spirit Cost: 3 
Time Required:1 action Range:40 feet Duration:Permanent
This harms undead creatures. The holy symbol is required. The spiritual power extends from the priest striking the weakest (then closest) four undead within a 40-foot sphere. This automatically inflicts d4+1 points of smiting damage to each affected.
Twist of Fate Spirit Cost: 3 
Time Required:1 reaction Range:30 feet Duration:Special
This power is used as a reaction to slightly perturb the course of reality in an unpredictable way. Whenever the priest or any creature viewable within 30 feet rolls a d20 for any reason: attack, save, feat, etc., the priest can use a reaction cast this incantation forcing any of the dice used to roll a new d20 to replace it. It can only affect a single d20, even if in a set of a group rolled. The reaction may performed this after the die is rolled but before the outcome is determined; the outcome is then immediately determined using this new roll. Should the replacement die be a “natural 1” then even the chance skill cannot overturn that result.
Updraft Spirit Cost: 2 
Time Required:1 reaction Range:30 feet Duration:Instantaneous
Used as a reaction, this incantation can be cast against a creature within 30 feet that the priest can see in direct line of sight. This causes a sudden rush of wind to gush to form in front of the attacker just as the onslaught is attempted. This causes disadvantage on that attack roll. The player should declare the reaction prior to the attacker's dice being rolled.
Venom Spirit Cost: 2 
Time Required:1 action Range:Touch Duration:Instantaneous
By touching the victim, this incantation places a powerful venom into the victim’s lifesong in such a way that potions and medical treatments to neutralize poison will not work. The incantation anti-venom is effective however. The victim must make a Resilience preservation save (DC:14) or suffer the effects of Ghoulclaw poison, causing a poison restriction and a reduction of base movement by 10 feet. The effect lasts for 10 minutes.
Wall of Water Spirit Cost: 5 
Time Required:1 action Range:60 feet Duration:10 minutes
This power creates a wall of water on the ground at a point seen within range. The wall can be linear up to 30 feet long, 10 feet high, and 1 foot thick; or it can be ringed, up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall dissipates when the incantation ends, but while manifested, passing through the wall is considered difficult terrain. Further, any ranged weapon attack that passes through the wall acts as if fired at disadvantage on the attack roll. Fire damage passing through the wall is halved. Spells that deal cold damage that pass through the wall cause the area of the wall they pass through to freeze solid - a minimum section being at least a 5-foot-square section. This transforms the section into a barrier, having an AC:8 and 4 Body points. Reducing a frozen section to zero points destroys it and that section is not re-fill by the surrounding water.
Water Breathing  Spirit Cost: 4 
Time Required:1 action Range:15 feet Duration:1 hour
The priest selects up to two targets, which may be herself, and endows each with the ability to breathe underwater. This does not convey swimming or special movement. The duration is 1 hour.
Water Summoning  Spirit Cost: 7 
Time Required:2 actions Range:Special Duration:10 minutes
A body of water exceeding 50 gallons must be present and accessible for the priest to stand in. The invocation begins on the first action and is completed at the of the priest's following turn - at which time, the priest summons a water sprite as an ally, who will remain present for the following 10 minutes. The sprite is not controlled by the priest; however, it will act beneficially and as if it is a friend and even fight for the priest's protection. A water sprite cannot be harmed by normal weapons, but silver ones will inflict harm. If the sprite suffers damage to reach zero Body points, its lifesong will leave the embodied water, leaving the plethora of liquid unanimated.
Water Walking  Spirit Cost: 4 
Time Required:1 action Range:10 feet Duration:2 hours
The priest selects up to four targets and endows them with the ability to move upon the surface of a body of water as if it were solid ground. This ability can be maintained for 2 hours.
Weapon of Doubt  Spirit Cost: 2 
Time Required:1 action Range:Touch Duration:30 seconds
This enchantment endows a single melee weapon with an enchantment of chastisement such that an additional point of spirit damage is also inflicted upon a successful strike with the weapon. While under the effects, the weapons strikes as if it were a silver weapon, unless its normal type is better. The effect lasts on the weapon for 3 rounds.
Weapon of Nonsense  Spirit Cost: 2 
Time Required:1 action Range:Touch Duration:30 seconds
This enchantment endows a single melee weapon with an infusion of mental-disruption, such that an additional point of minddamage is also inflicted upon a successful strike with the weapon. While under the effects, the weapons strikes as if it were a silver weapon, unless its normal type is better. The effect lasts on the weapon for 3 rounds.
Weapon Return Spirit Cost: 3 
Time Required:1 action Range:Touch Duration:1 minute
This charms a weapon designed for being hurled. When thrown, regardless of whether it hits or not, the weapon will boomerang and return to the hand which hurled it. Duration equals 6 rounds. This does not change the weapon type in respect to normal, silver or magical.
Zephyr Dancing Spirit Cost: 6 
Time Required:1 action Range:20 feet Duration:Instantaneous
This summons two streams of swirling wind which envelops a single target within 20 feet. If the victim is of size category large or smaller, then it is forced to made a Resilience save against a DC of (d8+10) plus Faith score. Those size category small or tiny must save at disadvantage. If failing the save, the victim is picked up and hurled by the winds, landing prone, slamming into the terrain at a distance for 3d4 points of damage based on the terrain struck. The direction thrown is in a path along the vector between the caster and the victim. The total distance is based on one hex (5 feet) per score of a d6; however, the die score subtracts one hex per size category (tiny: d6-1; small: d6-2; medium: d6:-3; large: d6-4). If the distance calculation results as zero, then the victim is only knocked prone and no damage is inflicted.
Divine Skills

There are other skills besides divine powers that are granted by the church. It is possible for those without divine accord to gain these skills; however, they are closely guarded and often require some devotion from a deity to grant their manifestation. Those gaining such might be heroes of the church, paladins or similar roles. When in doubt, the GM will decide whether the skill is available to be gained.

SkillCost SkillCost
Benison100 Commissioning300
Ceremony100 De-Sanctification300
Astral Dreaming200 Divine Artificing300
Dendrosophy: Heat-Blossom200 Infuse300
Dendrosophy: Off-Season200 Lifesong Harmony300
Dendrosophy: Strange-Fruit200 Lightning Rod300
Divine Luck200 Scroll Writing300
Divine Preservation200 Forbiddance400
Imbue200 Holy Turning400
Laying on Hands200 Pact400
Scroll Reading200 Banishment Ritual500
Weapon of Justice200 Return to Life Ritual500
Aura of Benevolence300 
Astral DreamingDivine Accord 
By using this ability, the priest can enter a sleep and dream of the places and events around him. His astral form is projected from his body and he can move about from his place of slumber at his normal rate of movement. The dream spirit can pass through solid objects with no difficulty but cannot enter areas which are magically or spiritually protected; further, no sound can be heard from a protected area. While in this form, the priest is considered a fey for any effects that might be cast upon him or her. This also limits the priest from entering holy ground that is not directly consecrated to the priest's deity. This can prevent the priest from performing this action if his or her body starts on holy ground or other blockage against fey or planar travel, such as forbiddance. Finally, while dreaming, the priest’s body cannot protect itself from physical attack. The dream lasts for 5 minutes and can only be performed once before requiring a long rest.
Aura of BenevolenceDivine Accord and Faith 6 or Higher 
Whenever a friendly creature within 10 feet must make a save, the recipient gains a bonus of half the priest's Faith bonus (rounded down) is added to any saves, regardless whether it is against mind, body or spirit. However, the priest must be conscious to grant this bonus.
Banishment RitualCommissioning 
By the means of this skill, one can tap into the universal forces that tie beings to either the upper or lower planes. It can only be used against celestials or fiends of the opposing ideology of the priest's church. If a faithful's deity is truly neutral in the good/evil schema, then either could be banished but the target would gain +3 on its save in this case. This ritual is a chanting that requires 1 minute (6 rounds) to recite. If the priest is injured during the chanting, then it must begin again. Therefore, this is most often performed after victim has been captured in some sort of magic circle or holy turning. Once the ritual is complete, the target must roll a Will preservation save. The DC is base 12 plus the Faith modifier of the one performing the banishment. If the save fails, then the creature is forced back to its plane of origin and is unable to leave under its own power for at least one year. If the target succeeds, the ritual may be attempted again at no penalty.
BenisonDivine Accord 
This skill gives the priest the ability to bless water in one of three ways: Anointing Spirits, Holy Water, or Invigoration. Each requires a few days to create. This is a process, requires to be performed on holy ground and cannot be performed “on the road.” Material cost is about 10 bits. Similar to brewing, there is a d20 roll against DC:6 each day with Faith bonus added. When successful, the raw score of the die is tallied until it reaches 18 or higher - at which point the holy blessing is complete and the solution is good, producing 6 viable uses. So long as the process continues, success is guaranteed, the only variance is how much time is required to produce the batch. Shelf lives of the blessed waters are listed in the apothecary table under the market.
CeremonyFaith 2 or Higher 
This skill trains a clergy member how to conduct marriages, rites, funerals, coming of age services and other religious observance. The ceremony skill can be learned and performed by a person without the divine accord justification; however, the church may not recognize the union, protocol or legalities if the performer of the ceremony is not at least associated with the sect.
CommissioningDivine Accord and Ceremony 
The act of commissioning a structure or area creates it to be defined as "holy ground." This involves a several church rituals, requiring a full day to commission an area. The size of that area is dependent on the priest. Total square footage includes separate floors of a building not just the actual ground. It also requires one vial of holy water for every 500 sq feet, plus herbs and incense valuing at 1 bit per 10 sq feet. While the area can conform to any shape of square footage, the table also shows the size of a perfect square of commissioning.
Faith ScoreArea 
125 sq feet (5x5)
2100 sq feet (10x10)
3400 sq feet (20x20
4900 sq feet (30x30)
51,600 sq feet (40x40)
62,500 sq feet (50x50)
73,600 sq feet (60x60)
84,900 sq feet (70x70)
96,400 sq feet (80x80)
108,100 sq feet (90x90)
1110,000 sq feet (100x100)
1215,625 sq feet (125x125)
Dendrosophy: Heat-BlossomAstrology 
The divine skill combines agronomy and saintly blessings to produce extraordinary crops. Once per year, the disciple can plant up a fruit-bearing trees or bush. The result of this sacramental rooting produces inedible orbs, when plucked from the branch produce warmth and light for about a week. The special fruit does not burn, but it will radiate both heat and light equivalent to a campfire. After the week has passed, the orb rots, diminishing in its glow until it completely decays over the next few days. This is not truly a divine gift as it does not require divine accord as a prerequisite.
Dendrosophy: Off-SeasonAstrology 
This saintly blessing is similar to heat-blossom in that it allows a fruit-bearing plant to be rooted once per year. However, this version causes the normal fruit of the tree to bloom in the off-season; thus, cherries would blossom in winter, while grapes would grow in early spring. This is not truly a divine gift as it does not require divine accord as a prerequisite.
Dendrosophy: Strange-FruitAstrology 
Like the other forms of dendrosophy, this skill allows the flora to grow and bear fruit from outside of the region, such as oranges in an arctic zone. Another option might be to grow a root-vegetable like potatoes. This is not truly a divine gift as it does not require divine accord as a prerequisite.
De-SanctificationCommissioning and Faith 4 or Higher 
The divine power removes the "holy ground" status from an opposing deity. This is a cleansing process to remove all benefits from those of aligned worship. The rituals require one day to purify an area, which is dependent on the priest's Faith score. It also requires one vial of holy water for every 300 sq feet, plus herbs and incense valuing at 1 bit per 5 sq feet.
Faith BonusArea 
4100 sq feet (10x10)
5400 sq feet (20x20
6900 sq feet (30x30)
71,600 sq feet (40x40)
82,500 sq feet (50x50)
93,600 sq feet (60x60)
104,900 sq feet (70x70)
116,400 sq feet (80x80)
128,100 sq feet (90x90)
Divine ArtificingDivine Accord 
This allows a priest to create a magic item through a divine-magic process. It is actually a prerequisite and more details can be found under the Artifice Discipline vocational skill and in the GM Aide.
Divine LuckDivine Accord 
Whenever a visible ally within 30 feet rolls a 1 on the d20 for an attack roll, a feat, or a saving throw, then a reaction can be used to let the ally reroll the die. The ally must use the new roll. This can only be done once before requiring either a short or long rest.
Divine Preservation Divine Accord 
This defensive skill allows a priest to instantly use a divine power in a self-protecting manner. Whenever this is used, the normal amount of spirit points are consumed, and if the priest does not have enough then this ability cannot be used. However, it is an instant and one-time protection. If the incantation has a duration, it will not continue to manifest for that time, but rather only for the instant safeguard. On the other hand, this invoking the effect is performed as a reaction, assuming the priest has one available. Further, only divine abilities marked with the symbol can be used in this way. An example is a goblin prepares to fire an arrow at the priest, who has a reaction available. Using that reaction, the priest could instantly create a downpour to influence the effectiveness of the goblin's shot. The downpour would not last the normal minute-duration but instead only for a few seconds to impede the arrow shot.
ForbiddanceCommissioning 
This ritual creates a ward against magical travel that protects a space up to 30,000 cubic feet (which is roughly 30 feet by 30 feet by 30 feet). For the following month, creatures cannot teleport into the area or use portals, such as extradimensional gates, to enter the area. This ritual protects the area against planar travel and access from either the astral or ethereal planes. If the ritual is performed every month for 5 years in the same location, then its effects will lasts until it is dispelled.
Holy (Unholy) TurningDivine Accord and Ceremony 
This skill allows a priest to use his or her holy symbol while chanting a revered phrase. This can effectively stun a celestial or fiend, depending on the spiritual alignment of the cleric. If a faithful's deity is truly neutral in the good/evil schema, then either could be affected but the target would gain +3 on its save in this case. Using an action, the priest attempt the turning, forcing the target to make a successful Faith preservation save against a DC:11 (plus the priest's Faith modifier). If the save is successful, the extraplanar being is unaffected; however, on failing, the being is under the restrained restriction while the priest continues the chant. However, at the end of each of the victim's turns, it may attempt to break free by making the preservation save again; however, this time there is a static -3 penalty to the attempt. Once this has been performed successful against a creature, it cannot be done again until a short rest.
Imbue Divine Accord 
This skill gives the priest the ability to create a temporary charm or amulet. Essentially any invocation with the symbol can be placed into a small trinket. These are limited to those costing 2 Spirit points. A further restriction is that healing magicks cannot be placed into an item. The target can be nearly any item so long as it is of good quality and at least 500 bits in value. Imbuing a rock in the field with simply fail. A typical example would be placing Torch into a jeweled ring. The preparation of an imbued item is similar to benison where daily checks are made against DC:12, tallying the raw score of the roll. Faith bonuses are permitted to be used for checking against the success roll. Once a total score of 50 is reached, the item is gains the ability, and the duration of the enchantment is one month. Further, if this is recast upon the same item, without the effect expiring between enchantments and the divine power resides in the object for over one year, then the priest has an option to make it permanent by performing the same DC challenge one final time; however, this time the total tally must reach 150. When activating the item's power, it cannot be activated again 2d6 rounds. Lastly, the priest who imbues an object cannot imbue another like it while one is active, unless it has become permanent. Further, when having created an imbued object that is currently active (and not permanent), the priest loses some power for that specific invocation, requiring a Faith feat-save (DC:14) or it cannot manifest, but failure still costs the necessary Spirit points.
Infuse Imbue 
The infuse skill is nearly identical to imbue except that it place invocations with the symbol into an object. Other exceptions are that the object must be of 1,000 bits in value, the challenge to infuse is DC:15 and the total tally to reach is 80; Just a with imbue, Faith modifiers count towards the roll's success but not the tally. The duration for reactivation of an infused magical trinket is 3d6 rounds. Finally, these items can be made permanent but require two years of continuous empowering and a total tally score of 250 points. Lastly, the priest who infuses an object cannot infuse another like it while one is active which is still not yet permanent. Further, when having created an object that is currently active (and not permanent), to cast that invocation requires a Faith feat-save (DC:16) or it cannot manifest, but failure still consumes the necessary Spirit points.
Laying on HandsDivine Accord 
Unlike a treat body incantation, this divine healing requires physically touching the target to be healed. As an action, the person of faith places a healing touch on the recipient, who then rolls 2d20, each being a separate Resilience save feat (DC:10). The target gains the priest's spirit modifier to each roll. For each successful save, the target gains d3 to body, but cannot exceed the maximum body score. This ability is performed without the loss of any Spirit points, but it cannot be done again until experiencing a short rest.
Lifesong HarmonyDivine Accord and Ceremony 
This is a long and powerful ritual, serving as an exorcism to remove possession, lycanthropy, advanced diseases and magical curses. It is like using exorcism, free curse, and remove disease simultaneously and for instances that those incantations cannot address the underlying issue. This is a ritual to be performed against a specific being. The victim rolls Faith preservation saves against the original difficulty but gain the bonus of the conducting priest's Faith modifier as well. If the original DC is unknown use DC:20. Saves are made every hour. Once three consecutive saves are successful, then the curse or possession has been lifted.
Lightning RodFaith 4 or Higher / Slashing 
This divine ability is granted to holy knights of a church. It is rarely useful and often performed as the final act of martyrdom. Additionally, it requires being equipped with a sword large enough to plant into the ground and armor of a metallic nature, even if it is just partial armor pieces. This abjuration thwarts to effects of a damaging energy that spreads across an area of effect, be it a breath weapon, lightning bolt or a cone of cold. However, it could not be used against glitter or tremor, as these do not produce damage. If the knight is within 30 feet of the intended center target and he or she has a reaction available, then the knight can plant the sword into the ground, stretch out the other arm and redirect the magical energy into himself. The spell effect will be pulled to the knight and affect other victims; however, it is a sacrificial maneuver as either the total number of dice (in cases of chain-effects) or double the power (save at disadvantage for half) strike the knight directly in that single blow. Any resistance to the energy is only applicable to what would have been the original damage; all damage above that is at full effect. In other words, if a fire-blast is absorbed and the knight is resistant to fire, then the incoming damage is 6 points (3 original). The resistance could work against the first 3 to reduce it to 1 point, but the second set would be 3 full points of fire damage, making the total 4 points. A success save (at disadvantage) would reduce the damage to 2 points.
PactCeremony and Faith 6 or Higher 
This ability allows a spiritual person to commune with the elemental spirits that make up everything in the natural world and currying their favor. While this skill is taught mostly by the church, it does not require divine accord and might be obtained elsewhere. It is somewhat a spiritual diplomacy and social skill, as much of the result will come from role playing. Only spirits that match the province of the worshiped deity can be contacted. Sacrifices and finesses allow the holy one to get in the good graces with a spirit. A fire spirit is more likely to help if given some beautiful poetry to burn. An entity of earth might be appeased if arranging stones into a beautiful shrine. After reaching an amicable place in the relationship, often a month of socialization or after a minor quest, a pact can be arranged. This is where a trade of mutual benefit is agreed upon. An earth spirit may cause an avalanche or reveal the secret entrance to a cavern when the bargainer restores an area to its natural rocky state by ridding it of human structures. The pact always requires the mortal to perform his side of the agreement first and within a negotiated time. If the clergy delivers, so shall the spirit. If the person fails, the spirit not only refuses its part of the bargain, but spreads news of the person’s failure to other spirits. Further, depending on the role-playing, the spirit may become an enemy of the invoker. Once the pact is completed successfully, the spirit ceases to be accessible, and a new spirit must be contacted for future pact agreements. Finally, a pact requires dedication such that no other projects requiring substantial focus from the holy one can be performed without abandoning the pact.
Return to Life RitualCommissioning 
Performing this ritual can actually restore life and former soul to a corpse. The target's death must have occurred within the past 3 days (72 hours) to be able to recapture the soul before it fully breaks the association with the body. This ceremony can be performed by a single priest or a group of priests; however, all priests must be empowered with this divine ritual skill. It also requires incense, herbs and gold dust which will be consumed at an expense rate of 500 bits plus 100 bits per priest for each half-hour of the ritual. To restore life to the recipient, three consecutive Faith feat saves must be made against DC:23; these occur every half-hour of the ritual. A single d20 is rolled, then add all the Faith modifiers of the priests involved. No other magical or divine bonuses can be added without being specifically stated for this explicit ritual. However, if the save fails, then every priest involved must roll an individual Resilience preservation save against DC:9. Each priest who fails the save suffers one point from his or her Resilience score permanently. There have been incidents where priests have died performing this ceremony, when one's Resilience falls to zero. Should this continue for ten hours without success, then the ritual fails and the person's life is not restored.
Scroll ReadingFaith 3 or Higher 
This skill gives even a non-casting acolyte the ability to manifest a divine effect stored in a scroll. See Scroll Writing for details.
Scroll WritingDivine Accord / Scroll Reading 
With this skill, a priest can cast an ability and store the manifestation into a scroll. The power that goes into a scroll can be power that costs 7 or fewer Spirit points. Since the power of the ability is already cast and only stored into the scroll, any person with a scroll reading skill can cast from the scroll. It is not limited by religion, beliefs, race or other skills. However, one might choose not to release powers from a foreign god. Additionally, there is time and expense for producing a scroll, and its success is not a guaranty. Special paper or vellum must be used, as well as alchemical inks. The time and cost required to create a scroll is a half-day per point-cost. At the end of that preparation, a d20 Faith save is rolled against a DC for success. The base DC is 5 plus the cost of the incantation. If rolling under (or natural 1), the scroll is consumed by the power trying to be imparted.
Weapon of JusticeCeremony and Faith 3 or Higher 
This skill allows the preparation of a weapon against a specific foe. Note that it does not require divine accord. By writing in blood the identity of the enemy upon the weapon along with aphorisms the weapon will gain power against the rival. The precise name of the victim does not have to be known, but the description must be specific to a single character or being. This preparation requires a minimum of one hour, but the effects on the weapon last for up to 30 days. The power added to the weapon turns a weapon into effectively a magical one, allowing it to strike creatures which are normally immune to normal weapons. Additionally, the weapon gains special bonuses for the next three attacks against the specific foe. The first swing grants +3 to all d20s used. The next attack gains +2 on the scores; and the final attack increases to only +1. The time between the attacks – assuming the effect has not expired - does not matter. After the third attack, the empowerment ends. Additionally, the weapon cannot be used against anything prior to fighting the intended rival. If it is used to attempt to strike, successful or not, the enchantment is lost.
Holy Ground

What defines a church.


With the commissioning skill, “holy ground” is consecrated and created. However, what does this really mean?

First, this creates the same effect as if the area were inside a protection from evil circle, like that of fiend practicum; however, the protection extends to other creatures, including undead and fey. Any priests of an opposing deity will also have difficulty entering the ground without an invitation, requiring to make a spirit preservation save against DC:10.

Secondly, any turn undead or holy turning originating from within the “holy ground” gains a +4 bonus for those attuned to the temple; however, those not of the faith attempting to turn undead in an “unholy” place will have 2 points of smite reduced from the turning. Further, opposing clerics become subject to holy turning (normal saves) as if celestials/fiends when on “holy ground.”

Moreover, any dead body interred in a sacred site cannot be turned into an undead creature. Finally, all creatures of worship, not just priests, gain +4 to all preservation saves that may be needed inside the church.