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 worshiped. 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 Egasski
Israfel 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 No Skill RequirementSpirit 10+
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. To learn more about an individual priest’s list of invocations able to be cast, see Building the Invocation List. Once the list has been created, the priest can manifest the incantations, which will have varying degrees of function and require different amounts of power consumed to create 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.

Divine Manifestation

A ritual of words as a prayer, calling upon the power of one’s deity to intercede is the basis of how a divine spell is cast. There are some invocations which will require the priest to use his or her holy symbol. Occasionally, other materials are required. When this is necessary, it will be listed in the description of the power. Otherwise, one should assume that only verbal factors are responsible for manifesting these divine effects. However, there is a method called “silent prayers.” By this method, the invocation can be brought to fruition by adding an extra point of Spirit to the cost, but also requires a successful Muse save against a base of 10 plus the normal amount of Spirit cost; e.g. favor would have a DC of 12 and cost 3 Spirit points, whether succeeding or failing. When performing a silent prayer, this is basically the same as a mental only element for casting, assuming the specific invocation does not have other requirements listed. Finally, the only invocations that can be used with the silent prayers method are the same list of powers designated by the divine preservation symbol.

Concentration

Like sorcery, the divine powers have some spells which require concentration. While concentration is required no reactions can be performed nor can any new axioms, cantrips or invocations be cast. However, partaking in conversations and observing the surroundings are perfectly legitimate; even further, other actions, such as drinking a potion are valid as well. Combat attacks, whether melee or at range, can be performed at disadvantage. Nonetheless, movement rate is half during concentration. Of course, a specific detail in an incantation could override this general rule.

Concentration may be broken by inflicting damage against Body, Mind or Spirit. However, the caster is permitted a save against a DC:14 plus the number of points of damage to maintain concentration. If struck with Body damage, a Resilience save is used. If Mind damage, then Judgment; and if Spirit, then Muse. Should the priest’s concentration be broken, it will usually end the incantation. Thus, if the concentration is required to maintain or complete an effect, then breaking the caster’s concentration would free the victims.

Divine Powers Involving Combat Attacks

Several incantations require a touch or melee attack to the opponent as part of the magical effect. In general the action will be to touch or attack the foe, followed by using the incanation as a reaction. For touch-based attacks, where only gripping contact is needed to transfer the effect, the reaction is usually based on the successful touch result. Thus, if the attempt to touch fails, the incanation will not be attempted. However, when attacking with a melee weapon, the reaction is most-often triggered by the lunging or attempt of the attack, meaning that the results of the attack are unsure when the Spirit points are expended to cast the incantation. See Touch-based Effects for more details.

Pantheons

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 6 Spirit points. Instead all natural terracs, and other races accepted by the deity, who become priests of the Skabronrhirs pantheon can be granted invocations that are marked with the symbol regardless of province. These special invocations include Animate Dirt, Battle Cry, Battle Fate, Combined Effort, Commune with Earth, Detect Harmful Gas, Detect Magic, Detect Metals and Minerals, Detect Runes, Divine Lock, Gateway, Gravel Footsteps, Intimidating Presence, Land Lair, Meld With Rock, Reeking, Renew Deposit, Spike Stones, Stepping Stones, Stone Talk, Terrac Mettle. 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 8 Spirit points. However, those who worship the Celestrashire and become priests will gain access to additional invocations, marked with the symbol. Access to these extra divine powers will possible regardless of the province of the granting deity. Such invocations include Aplomb, Backbiter, Blessing of Luck and Resolve, Bountiful Chance, Breath of Life, Detect Magic, Divine Deterrence, Escape Ward, Fearsome Duplicate, Halfling Vengeance, Intuition, Opportunity, Tricker's Blessing. For more details about the Celestrashire, see the Religion section.

Lizardfolk worship a small set of deities. One notable one is Ssess'nik, originally a demon lord, but because of the directed attention through fear and worship, especially due to the khaasta sub-race, this entity has ascended to the status of an evil god. The collection of beliefs, ceremonies, rituals and worship of the lizardfolk is known as Lacerta. For shamans and priests in the Lacerta beliefs, have special requirements for building the invocation list, which is the Lacerta deities require one-third of the granted powers to comes from their invocations. For more details about Lacerta, see the Religion section.

Building the Invocation List

Personalizing the Priest Character


When gaining the ability to cast invocations, a priest will be granted a customized list based from what is available in the province of worship. The list is built by either the player or by the GM.

The spells in the list are built based on points and the priest’s Faith score. Once an invocation is added to the list, it becomes a permanent power of the priest and is not interchangeable until the priest has a Faith increase again. When building the list for the very first time, a total number of points is assigned to build the list. Based on the Spirit spell point cost of an incantation, it can be added to the list, then those points are subtracted from the available points for the list. However, when the priest’s Faith increases, then the list of granted invocations can be completely rebuilt, keeping whichever ones are wanted but also replacing lower point-cost spells with improved ones, if so desired.

Faith Score Total List PointsLacerta *
218 6
330 (+12)10
443 (+13)14
558 (+15)19
674 (+16)24
791 (+17)30
8109 (+18)36
9128 (+19)42
10148 (+20)49
11170 (+22)56
12194 (+24)64
* Deities of the Lizardfolk religion require that one-third of a shaman’s or priest’s invocation list come from the pantheon-granted invocations.

Whenever the priest’s Faith score increases, he or she can add to the list; however, the newly selected incantations will not be able to manifest until the following day after being selected. Once completing the new selection of invocations, any points not used can be applied at the new Faith increase. Additionally, based on the worshiped deity, the GM could optionally offer a free incantation or ability when reaching Faith scores of 5, 8 and 10.

InvocationCalamityCommunityDeathDeceptionEarthFireKnowledgeLifeNatureSeaSkyWarOther
Spirit Cost 2
Aid Movement     
Alter Fate      
Analyze Portal     
Animate Dirt            
Bane     
Battle Cry    
Battle Fate           
Black Cairn            
Bless Meal
Blood Wind     
Bolt       
Bread Crumbs      
Breathsense        
Burden      
Celestial Fist    
Chain of Eyes       
Clarity      
Cloud of Fungus            
Compelled Duel       
Compose Mind     
Create Flame     
Death Perception    
Death Prayer            
Decompose      
Detect Harmful Gas           
Detect Magic
Detect Metals and Minerals           
Detect Runes            
Devout Combat
Disarm Foe         
Discern Language      
Divine Deterrence         
Divine Lock           
Divine Sacrifice
Escape Ward            
Exhaustion    
Fangclaw            
Favor     
Favorable Wind          
Fellowship            
Find the Boss       
Fog of War      
Foundation of Stone         
Free Will    
Gibberish     
Grace    
Guiding Bolt        
Halfling Vengeance            
Infusion of Fire     
Infusion of Ice     
Infusion of Lightning     
Know Other           
Lacuna
Leaf Into Dagger           
Lesser Acupressure           
Lift       
Lizard Wrath            
Magic Creeper            
Mask Spirit    
Negative Treatment       
Opportunity            
Perceive Insanity        
Protection from Serpents            
Rapid Warmth         
Recruit Medic           
Refresh    
Remote Listening
Re-preserve      
Resist Cold       
Resist Fire   
Resist Lightning       
Sail       
Self-Reflection        
Showers      
Snow Shape     
Sorcery Bane
Speak with Animals            
Speak with Water            
Static Shield       
Stepping Stones            
Surrender      
Sustenance     
Thicket     
Torch     
Totem Beast            
Touch of Appraisal      
Tranquility       
Treat Minor Body Damage
Treat Minor Mind Damage
Treat Minor Spirit Damage
Trickster's Blessing            
Understand Curse            
Updraft           
Weapon of Doubt      
Weapon of Nonsense      
Spirit Cost 3
Absorb Song     
Acclimate     
Alert Tribe            
Animal Spy   
Aplomb      
Aquatics           
Aura of Glory        
Beast Claw            
Blessing of Luck and Resolve            
Blood Bond      
Blood Reprisal     
Bone Bite            
Brambles        
Branding Smite        
Burrowing Claws         
Chaotic Fate       
Charm Aquatic Life           
Charm Desert Creatures            
Charm Marsh Creatures            
Clarity of Mind       
Cloak of Bravery    
Combined Effort      
Curse of Woe       
Damage Ward     
Darkness      
Darkvision        
Death Armor       
Delay Disease          
Downpour      
Dragonskin    
Echoes of Cowardice
Elemental Infusion       
Extend Breath      
Faerie Fire            
Fearsome Duplicate            
Find the Gap           
Flitter           
Gentle Repose   
Glorify      
Greater Acupressure           
Guard Spirit    
Heat Metal           
Icy Backlash       
Infusion of Chaos     
Intuition            
Iron Gut      
Misstep      
Momentary Mind Bastion    
Music of the Spheres            
Mute      
Native Port     
Necrozone       
Rapport      
Reeking            
Reveal        
River Eyes          
Smear      
Stone Birds            
Thick Air        
Tremor       
Turn Undead
Twist of Fate         
Weapon Return        
Spirit Cost 4
Abolish Shadows     
Animal Befriending            
Animal Transcendence            
Anti-Cold Shell       
Arcane Disruption     
Backbiter            
Banner       
Bewildering Charm        
Blind       
Bountiful Chance            
Capitulation       
Contingent Health      
Crown of the Grave       
Deafen         
Deathsense      
Desecrated Glow        
Disrupt Magic     
Envenom Claws            
Extract Poison        
Exultation         
Free Movement      
Ghoul Touch      
Hallow     
Harden Armor        
Harmonic Shabti       
Holy Storm         
Hypnotic Evulsion       
Immobilize      
Intellectual Redoubt         
Intimidating Presence            
Larvated Tone       
Lifesilt     
Locate       
Locus       
Necrosayance      
Poison Ward       
Produce Disease           
Protection from Insects            
Radiance           
Remove Disease    
Revive    
Sculpt         
Seduction           
Shrine for the Undead         
Silent Step            
Sphere of Life            
Spirit Sight        
Suggestive Fear         
Transfer Offense            
Treat Moderate Body Damage
Treat Moderate Mind Damage
Treat Moderate Spirit Damage
Water Breathing    
Water Walking        
Weapon Boon         
Weapon of Nightmares       
Zealot's Charge         
Spirit Cost 5
Air Steps           
Anti-Venom   
Assemble Armor         
Astral Blood       
Blindsight         
Blood Lust       
Calm Winds         
Circle of Privacy       
Curse of Choking Sands            
Deeper Darkvision          
Dream            
Gravel Footsteps            
Healing Waters            
Hypothermia          
Land Lair         
Life Bolt           
Lightning         
Maggots        
Obsessions        
Quell Fire           
Polymorph Plant            
Radiant Halo           
Renew Breath        
Slow Wound      
Solar Flare          
Sorcery Curse         
Spineless        
Status        
Summon Animals            
Swamp Lance            
Taint Cuisine        
Target of All       
Terrac Mettle            
Transmute Metal            
Venom           
Volatile Torch          
Wall of Water           
Spirit Cost 6
Acid Rain            
Age Plant            
Airy Shadow       
Blood Lightning        
Breath of the Elements        
Briers         
Call the Beast         
Champion’s Strength          
Closure of Confusion      
Constriction            
Death Throes       
Defense
Deluge       
Free Curse        
Grave Robbery         
Hearken Lifesong           
Hellfire Burst          
Knurl            
Life's Grace           
Meld With Rock            
Mold Touch            
Noxious Fumes        
Protection from Fire       
Protection from Ice       
Protection from Lightning       
Return to Earth            
Ride the Lightning       
Sanctify        
Sand Warriors            
Sandstorm            
Singing Stone            
Stone Bones        
Stone of Sharpening            
Tongues          
Torus of Terror       
Treat Serious Body Damage
Treat Serious Mind Damage
Treat Serious Spirit Damage
Tree Mount            
Zephyr Dancing           
Spirit Cost 7
Advice            
Animate Objects          
Bedevilment        
Borrow       
Breath of Life           
Charnel Fire         
Calm Sand            
Calm Water            
Create Jungle Minions            
Disturb Sleep        
Earth Reaver           
Elemental Breath       
Exorcism       
Frost Gaze          
Geyser            
Greater Sculpt         
Growth of Plants            
Hidden Lodge          
Pair to Other        
Rage            
Reanimation           
Rejuvenating Waters           
Spike Stones            
Stone Talk            
Thornwrack            
Treat Mass Wounds           
Water Summoning           
Spirit Cost 8
Chain of Madness         
Commune with Earth           
Déjà Vu         
Discern Lies          
Enlighten Undead          
Flesh Shiver           
Heartseeker          
Howling Chain        
Imbue Undead          
Instill Vulnerability     
Regenerate         
Repeat Action            
Sky Drop           
Summon Spectral Death            
Taint Body of Water         
Transmute Drake            
Spirit Cost 9
Burning Blood        
Elemental Body        
Horde of Healing           
Insect Plague            
Know Magic          
Smog        
Sunray          
Treestaff          
Undetectable            
Spirit Cost 10
Bloody Thorns          
Chancel           
Chariot of the Sun          
Flame Strike          
Force Shapechange            
Gateway          
Restore          
Sympathetic Dehydration            
Spirit Cost 11
Commune with Thought           
Hindsight           
Instant Refuge           
Lasting Breath       
Reincarnation            
Tsunami           
Spirit Cost 12
Crystalbrittle         
Epuration          
Great Worm of the Sea           
Renew Deposit            
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 attributes.

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)
Abolish Shadows Spirit Cost: 4 
Time Required:1 action Range:30 ft from priest Duration:Instantaneous
A burst of energy radiates from the priest in a 30-foot radius, dispelling shadowy foes and magical darkness alike. Undead shadows and shades within 30 feet must make a Resilience save (DC:15) or suffer 4d4 points of smite damage. If the invocation’s area overlaps with an area of darkness created by another spell, the priest uses his or her Faith in a competition save against the opposing force that created the darkness. On a success, the other spell ends. Multiple magical darkness spells can be abolished in this way.
Absorb Song Spirit Cost: 3 
Time Required:1 reaction Range:30 feet Duration:Up to 10 minutes
As a creature’s lifesong exits its body, the priest reaches out and use its essence, granting 1 temporary Body point for each Resilience modifier the dying creature had. If the complete amount of temporary points are removed by damage, the duration of the incantation is over. If the temporary points are not lost after ten minutes, they expire; thus, ending the spell. However, while the temporary points are still within the priest’s lifesong and the spell has not expired, then another lifesong from a dying being can be captured for more temporary Body points. The maximum number of creatures from which life power can be stolen are three. Temporary points from more than one creature cannot stack atop on another; only the highest value is gained.
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.
Acid Rain Spirit Cost: 6 
Time Required:1 action Range:60 feet Duration:1 minute
This terrible conjuration creates a toxic shower that covers all in the area centered on a point within range. The area of effect is 15-ft diameter column 40 feet high (7 hexes). The droplets are a corrosive acid that eats through metal, cloth, and flesh. Creatures caught beneath the rain take 2d4 points of corrosive damage. It is easy enough to move out of the are, but those remaining continue to suffer like damage at the end of each of their turns. A Resistance save (DC:14) is required when suffering damage. This will not reduce any damage, but those who fail this save must check to see if any exposed equipment is destroyed. To clarify, once the acid rain called into a location, it cannot move.
Advice Spirit Cost: 7 
Time Required:1 action Range:10 feet Duration:Special
This spell allows the shaman to give profound and thoughtful advice to any creature with a Mind score of 2 or higher. The two must also share a common language. When cast, the potentially affected creature is allowed a Will save against a DC (d6+14) plus Faith modifier to avoid. If this is failed, the shaman can give the creature instructions in the form of advice. These can be instructions to do anything, including acts obviously foolish or destructive. The advised creature then does its best to obey the instructions. However, if the advice would place the creature in great peril or cause its death, the creature is allowed a second save with a +4 bonus just before committing the act. Should, for example, the shaman gave advice to go to a nearby cliff and jump off (and the creature cannot fly), the second save would be allowed just before, the creature took the fatal step. The spell does not in any way conceal the identity of the one who gave the advice, and bad advice can often cause trouble for the shaman should those who follow it survive.
Age Plant Spirit Cost: 6 
Time Required:1 action Range:30 feet Duration:Instantaneous
This spell enables the caster to affect the aging of any plant, seed, or tree. The process can operate either forward or backward, causing flowers to blossom, seeds to sprout and grow, and trees to bear fruit; or fruit to turn to blossoms, trees to become saplings, and new shoots to turn to seeds. The change in age, either forward or backward, is chosen by the priest at the time of casting. The changes associated with normal or reversed growth occur instantaneously. Plants can be altered in age up to 5 years per point of Faith. The priest can stop the aging at any point within the limits. He or she could cause a tree to grow from a sapling until it withers and dies from old age or he could stop the tree’s growth at a stage at which it would shelter his home. The incantation does not alter the appearance or characteristics of a plant except those that result from normal aging (or regression). Age plant has no effect on magically generated plants or plant-based monsters.
Aid Movement  Spirit Cost: 2 
Time Required:1 action Range:Self Duration:1 minute
For the duration of the incantation, the priest is not penalized extra movement to crawl, squeeze, or move across difficult terrain. This incantation will not remove encumbrance or armor penalties.
Air Steps  Spirit Cost: 5 
Time Required:1 action Range:Self Duration:30 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.
Airy Shadow  Spirit Cost: 6 
Time Required:1 action Range:Self Duration:Up to 1 minute
When cast, the priest temporarily becomes a creature of shadow, flickering in and out of a demiplane on the borders of the Shadowfell. Until the spell ends, he or she will have resistance to necrotic damage and further will inflict an additional point of necrotic damage per die pool whenever successfully hitting a creature with a melee attack. For the duration of the invocation, the metaphysical location of the priest is determined at the end of each of his or her turn by making a Faith feat save against DC:13. If successful, then until the start of the priest’s next turn, he or she vanishes from the current plane of existence and appears in a shadowy demiplane. Otherwise, the priest remains in location. If rolling a “natural 1,” then the invocation terminates prematurely. At the start of the next turn, if the priest were in the shadowy existence, he or she returns to an unoccupied space of choice within 10 feet of the space from which the caster vanished. If no unoccupied space is available within that range, he or she appears in the nearest unoccupied space (chosen at random if more than one space is equidistant). This appearance and re-appearance may allow sneak attack, based on circumstances which will be ruled by the GM. Further, the spell requires an action to dismiss. While in the shadowy dimension, the priest can see and hear things in the plane of origin but everything is slightly obscured, lighting vision to only 30 feet. Further, the priest’s corporeal form is not in the previous location during the moments in the shadowy reflection. While in this shadow state, the only creatures able to detect the priest are undead, creatures with a natural immunity to necrotic damage, and those with spirit sight whether natural or magically-charmed; to be clear, even blindsight cannot detect the priest. Attacks by undead, even physical, will extend to this shadow dimension; however, any potential magic, such as that cast by a vampire or lich, cannot penetrate the planar barrier. Further, psionics cannot affect the priest while he or she is in the shadowy existence. However, there are a few exceptions: abolish shadows could affect the priest if targeting the location from where he or she left the plane. Additionally, extreme powers of vague description, such as a wish, could target the priest. Lastly, if this invocation is cast while on the Shadowfell and its bordering ethereal or astral locations, then it is wasted having no effect.
Alert Tribe Spirit Cost: 3 
Time Required:1 action to cast plus
1 action per creature touched
Range:Touch/90 feet Duration:8 hours
While not notifying the entire tribe, enables the priest to send an instantaneous mental missive to his comrades alerting them to a dangerous situation. It is not possible to send any message other than “Alert” by means of this spell. Further this does not provide two-way communication. However, the true meaning of the mental missive, other than the fact that a dangerous situation exists, can be prearranged if so desired. The incantation can be cast only on awake, living, and sentient creatures (Mind score of 1 or higher). As the priest physically touches foreheads each recipient for an extended period of time, it causes the casting time to vary based on the total number of targets. One ally per point of Faith can be linked by means of this divine power. Once cast, the mental links forged by means of this spell last until the alert is broadcast or for at most eight hours. An alert has a maximum range of 90 feet around the priest. Anyone beyond that range won’t hear the alert, although the spell effect (and the mental link) ends nonetheless. Likewise, anyone maintaining a psionic defense shield, wearing a ring of mind shielding, or employing similar magics will not receive the menta1 warning. However, if a recipient is asleep and that condition is not maintained by chemical or magical means (although it may have been induced by such), he or she immediately awakens and is aware that an alert has been issued. To clarify, the missive does not require an action and occurs in the instant the priest is sends the message.
Alter Fate  Spirit Cost: 2 
Time Required:1 reaction Range:Self Duration:1 round
Whenever the priest fails a Logic or Will save, this invocation can be called as a reaction. The priest can re-roll the failed save that triggered this reaction, but must use the new roll, even if it is lower. In addition, until the end of his or her next turn, the priest is resistant against smite and necrotic damage.
Analyze Portal  Spirit Cost: 2 
Time Required:1 action Range:30 feet Duration:Up to 1 minute
The priest can see the outline of any magic portal within range; however, it will not reveal secret or hidden doors unless they are magical in nature. While studying the door no other actions, reactions or castings can be performed. For each round of learning about the portal, the priest gains knowledge randomly about the following on a d6. Repeated rolls are valid even though the gained information is not:
 1. Any special key or command word required to activate the portal
 2. Any specific circumstance to activate the portal (a time of day for instance)
 3. Whether the portal is one-way or two-way
 4. Whether the portal is functioning correctly or not
 5. A glimpse of where the portal leads. The glimpse lasts for 1 second and can see about 20 feet beyond the portal.
 6. Whether or not the portal is an illusion.
For every round the priest focuses on the portal, he or she learn one more of the listed pieces of information.
Animal Befriending Spirit Cost: 4 
Time Required:1 action Range:30 feet Duration:28 days
This affects a single animal with a Mind score of 2 or lower. If the animal does not make a successful Judgment save (DC:13) immediately when the spell is birthed, it follows the caster about thereafter. The spell functions only if the caster actually wishes to be the animal’s friend. If the caster has ulterior motives, such as, if the caster intends to eat the animal, send it ahead to set off traps, or use it as fodder, the the incantation will fail. The caster can teach the befriended animal three specific tricks or tasks. Typical tasks are those taught to a dog or similar pet (they cannot be complex). Training for each such trick must he done over the period of only one day due to the magic involved. For the month duration, the animal will not harm the caster, but if the creature is left alone for more than a week, it will revert to its natural state and act accordingly. The caster can use this spell to befriend an animal up to 2 Body points per Faith. This is also the maximum total Body points of the animals that can be affected and trained at one time.
Animal Spy  Spirit Cost: 3 
Time Required:1 action Range:Touch Duration:30 minutes
The priests borrows some of the senses of a beast he or she touch. So long as the priest is undisturbed, then seeing and hearing what the animal perceives is perfectly transfered. However, if the priest attempts anything else, even light activities such as reading or talking, then a Perception check (DC:12) is required for each round of disturbance. Difficult distractions, such as loud noises, fighting or casting other invocations, require a similar Perception check but rolled with disadvantage. If the animal moves more than 1 mile away from the priest, the spell ends. This invocation only affects animals and fey with a Mind score of 6 or lower. To clarify, the caster gains no control over the animal nor can any communication with it be made other than seeing and hearing through its senses. If the priest uses this on a creature that is mystically or magically bound to another intelligent creature (such as fey binding, then the intelligent creature to whom the target is tied will make a secret Judgment save (DC:13) when this invocation is cast. If that save succeeds, the spell fails. Whether the roll succeeds or fails, the intelligent creature tied to the beast gains no special awareness of this spell or its effects.
Animal Transcendence  Spirit Cost: 4 
Time Required:15 minutes Range:10 feet Duration:1 hour
Casting this spell transfers the priest’s consciousness into the body of a designated animal; the recipient must be of the Animal Kingdom. The priest can use all the senses and abilities of the animal and is in full command of the animal form. For example, a priest could elect to transfer his presence into the body of a hawk and fly over an area to determine the terrain, occupants, and other conditions. However, none of the priest’s skills or magical abilities are usable while in the animal’s existence. If cast on a creature with a Will score of 2 or lower, the animal does not receive a save. Animals of greater prowess, such as hippogryphs, receive a Will save against a DC of (d6+10) plus Faith modifier (DC range: 12-21). A successful save means the spell is wasted and the animal is unaffected. An attempt to transfer into the body of another’s kindred animal, bonded beast or a fey-bonded spirit always fails and wastes the incantation. The animal’s consciousness is suppressed throughout the duration of the spell. If the animal dies while the spell is in effect, the priest’s presence returns to his or her lizardfolk form. The priest suffers 1d4 points of Body damage and also 1d4 points of Mind damage. If Mind points fall below his or her Judgment score, the priest behaves like the animal, terrified and hurt. He or she may hiss, spit, move about on all fours or as if trying to fly; howl, meow, or otherwise vocalize as the animal; and will be generally uncontrollable until the insanity what would have been the end of the spell duration. While the spell is in effect, the priest’s body is motionless and vulnerable. The priest is unaware of his body or anything that might be happening to it. If the body is slain, the priest’s consciousness is imprisoned in the animal’s body until the animal dies or some other method can be used to free the priest.
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 affected 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 affected 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, chair, 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 object is 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-cold Shell  Spirit Cost: 4 
Time Required:1 action Range:Self (10-foot sphere) Duration:1 hour
This invocation creates a comfortably warm 10-foot radius sphere centered on the priest. The radius penetrates below the ground; therefore, if using atop a frozen lake, the results could be disastrous. Friendly creatures within the sphere are immune to cold damage. In addition, creatures made of ice or cold can’t enter the sphere; if such a creature is within the area when the invocation manifests, the creature is pushed to the nearest unoccupied space outside the sphere.
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.
Aplomb  Spirit Cost: 3 
Time Required:1 action Range:Touch Duration:Up to 10 minutes
Until the spell ends, the recipient touched by the priest gains the ability to traverse across any surfaces horizontal, even sloping up to a 75° angle. The divine magic lightens the pressure of weight, but surfaces must still be capable of bearing at least half the total weight of the being crossing it. This leaves the recipient’s hands free while doing so, even when moving across surfaces where balancing is practically impossible or would ordinarily require a check. For the duration, the recipient also increases his or her climbing speed to become normal walking speed; however, it does not convey any skill of climbing itself or offer special protection from falling from a climb. However, one is at advantage on all checks involving balance. In no way does this offer abilities of spider-climbing or walking on liquids; however, for the matter of leaving traces of passage, the area traversed throws a -4 penalty to the calculations of anyone checking for tracks or attempting to track the recipient.
Aquatics  Spirit Cost: 3 
Time Required:1 action Range:Touch Duration:30 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 at normal encumbrance. This grants a total distance swimmable by this incantation of 4500 feet, nearly a mile. 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+10) plus Faith modifier (DC range: 12-21). 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 [Concentration]  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 [Concentration] 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 effectively moves the priest’s consciousness to the projection image, meaning his or her original form 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 die pools; however, no special properties of the material 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. If the original weapon had been blessed by an infusion of fire or other enchantment, that bonus effect would not be transfered to the projection. However, any melee maneuvers that can be performed in person, such as weapon lock, can be performed by the astral projection, but further, if the original can be dropped, locked or broken, the astral weapon can be as well; yet, if the astral form is broken, the original will stay preserved; although it would be unusable again for the remaining duration of the spell. 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.
Aura of Glory  Spirit Cost: 3 
Time Required:1 action Range:Self (10-ft radius) Duration:2 minutes
This spell creates an aura centered on the priest that bathes all friendly creatures within a 10-foot radius (18-hexes) in a warm, soft and comforting light. Each affected creature, while within the radius, has advantage on saves against being frighten or shaken. The aura moves with the priest.
Backbiter  Spirit Cost: 4 
Time Required:1 action Range:30 feet Duration:Instantaneous (1 round)
The halfling priest places a curse on a visible enemy within range. The creature must roll a Faith save against DC (d6+10) plus Faith modifier (DC range: 12-21). If failing, the victim suffers d6 points of smite damage. In addition, if the creature failed the save, it has disadvantage on the next weapon attack roll it makes before the end of its next turn. Should that next attack utterly miss, then the disadvantage damage (d3) is inflicted upon itself.
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.
   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 non-hostile creature (including the priest) gains +4 to all spirit sub-attribute preservation saves required.
Battle Cry  Spirit Cost: 2 
Time Required:1 action Range:20 feet Duration:Up to 3 rounds
The priest makes a battle cry which fills allies with righteous fury, making their attacks more sure. Up to three allies within range can be selected by the priest; however, the charismatic effect does not affect the priest. For the remainder of the casting round through two additional rounds, the first melee attack action the affected allies make will gain a +2 bonus to all the dice in the primary-hand die pool. If the enchanted ally never uses an action to perform a melee attack in that time frame, then the bonus to hit will be lost.
Battle Fate  Spirit Cost: 2 
Time Required:1 action Range:30 feet Duration:Up to 1 minute
This grants a special blessing upon a single target within range. At the start of each of recipient’s next turn until the spell ends, the target gains a “battlefate” die. During that turn, when the target makes an attack roll, preservation save, feat or competition, it can choose to roll the “battlefate” die to be applied to a single die. Once it is used, the blessing is complete. A d6 is used for attacks and saves, while a d4 is used for any competitions. The time to use the “battlefate” die is up to the recipient and can be held for the most of six actions. If using the “battlefate” die in an attack die pool with many d20s, then it will apply to the first die rolled (or color-designated die). If the invocation duration ends without having used the blessing, then the recipient immediately rolls a d4, which is granted as an AC bonus (as other) until the end of the recipient’s next turn. Never can more than one battle fate effect be upon the target simultaneously. Further, while cost little Spirit, the priest cannot cast this invocation again until after a short rest.
Beast Claw Spirit Cost: 3 
Time Required:1 action Range:Self Duration:3 rounds
Using an action to cast, this power transforms the priest’s hands into taloned appendages. Until the end of the third subsequent turn, the priest is permitted to make a savage form attack, even if untrained in the skill. Further, if having savage form and a separate appendage-attack, then these can be used in conjunction under the method of savage form. However, without spinning moves, then the same target would have to be attacked. Further, the claws attack will gain a +2 bonus to hit. The caster can use a normal weapon if desired.
Bedevilment  Spirit Cost: 7 
Time Required:1 action Range:90 feet Duration:4 rounds
The priest casts magical disrupting bolts that prevent a creature from taking actions. By selecting a creature in line of sight within range, the target must make a successful Will preservation save against DC (d6+14) plus Faith bonus or be unable to take any actions upon next turn; however, at the end of each of its missed turns, the victim can repeat the save against the original DC to break the curse. Otherwise, it will continue under the end of the fourth missed turn. However, if breaking the effect due to a successful subsequent save, then the victim will still remain mildly affected by being under the drowsy restriction until the duration of the invocation. To be clear, if making the original save, no restrictions exist at all as it ends the spell’s effects.
Bewildering Charm [Concentration] Spirit Cost: 4 
Time Required:1 action Range:60 feet Duration:Up to 1 minute
The priest selects up to three targets within range; however, they must all occupy a relatively close space, being within 20-feet of each other at the farthest points. All targets must make a Will preservation save against DC (d6+10) plus the priest’s Faith bonus. On a failed save, the creature experiences a fog of the mind for the duration of the invocation, causing any reactions not be able to be taking quickly enough. Therefore, an affected creature charmed by this spell cannot take any reactions until the condition created by this spell ends. However, to maintain the mind fog, the priest must maintain concentration. As such, the priest cannot use his or her own reactions or cast new spells; however, other actions are permitted, such as attacks or item-use. Affected creatures can make a new save against the original DC at the end of each of its turns, which would end the effect on itself with on success.
Black Cairn  Spirit Cost: 2 
Time Required:1 action Range:Special Duration:Permanent
Upon the completion of this casting, the shaman knows the location of a corpse (animal or otherwise). The lizardfolk must first find stones, each one bigger than a fist. He or she stacks them in a small pile, or cairn, and sits and stares at the blackness of the stones until he receives a vision of the corpse's location. If the caster has an item belonging to the corpse, the casting time is reduced by half.
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 be 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 modifier (DC range: 12-21). If failing the save, the target is blinded and under the restriction as such for the next 6 rounds.
Blindsight  Spirit Cost: 5 
Time Required:1 action Range:Self Duration:1 hour
This ability endows the priest with a special perceptive sense known as blindsight, a mystical means of being aware of the surrounding even without vision or hearing. The range of sensation extends 60 feet from the priest. During this effect, the priest is effectively immune to blind and deaf restrictions. This effect lasts for an hour.
Blood Bond  Spirit Cost: 3 
Time Required:1 action Range:Touch Duration:2 minutes
The cleric chooses two willing creatures. Each target must have a Mind score of 9 or higher, based on its maximum, not its current score. This invocation links their life forces. Any damage taken by either enchanted creature is split between the linked creatures, each taking the extra point if the division results in a half point. If a spell that inflicts damage based on a save both creatures simultaneously, then they make only one save. The two recipients choose which creature will make the save. Damage is calculated as if only one were hurt, then split any damage inflicted between them per this divine effect.
Blood Lightning  Spirit Cost: 6 
Time Required:1 action Range:Touch Duration:Up to 10 minutes
This enchantment sets a contingency upon the recipient, who must be willing. Within the next 10 minutes, if that creature takes damage from a melee attack, bolts of crimson lightning explode from the wound, extending in a 120° cone, 20 feet on the sides and 15 feet deep. Each creature in the area of this explosion of blood lightning must make an Agility save against DC (d6+12) plus Faith modifier (DC range: 15 to 25). Victims suffer 2d4 lightning damage on a failed save, or half as much on a successful one.
Blood Lust  Spirit Cost: 5 
Time Required:1 action Range:20 feet Duration:40 seconds
The priest selects an ally or self to grant an enhancement for melee attacks, increasing the attack dice of the primary hand die pool by 1d20 for the following 4 rounds. The total number of dice thrown in the die pool cannot exceed the 5d20 rule.
Blood Reprisal  Spirit Cost: 3 
Time Required:1 reaction Range:30 feet Duration:Instantaneous
When a creature within range attempts a melee attack on one of the priest’s allies, a reaction can be used to animate a throwable weapon on the priest’s person (not necessarily in hand) to strike that attacker. The weapon will attack with a d20 using Faith as the modifier instead of Agility and delivers smite damage.
Blood Wind  Spirit Cost: 2 
Time Required:1 action Range:30 feet Duration:1 round
This priest selects one friendly creature within range as the spell’s target. Until the end of the creature's next turn, any melee attack it makes with a savage form die pool carries its force through the wind, giving it an effective reach of 20 feet. However, if an appropriate attack is not made on the next turn, the reach returns to normal.
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.
Bone Bite Spirit Cost: 3 
Time Required:1 action Range:Touch Duration:Up to 24 hours
This invocation causes any bone or bone fragment to become a razor-sharp pair of jaws that bites any living being it strikes except the caster. The jaws either bite someone they are in contact with or someone they are thrown at and strike. The caster throws the bone as a improvised weapon based on the skills possessed. A contact-attack is based on a touch-attack or could be constructed as part of a weapon with an engineering skill, allowing it to be attacked as a spear for example. However, while gaining extra d20s, this would still act as a touch-attack and deliver no base damage. If successfully striking, the bone bites for ld4 points of piercing damage and remain attached, bony fangs clinging to the victim. If remaining attached until the start of the priest’s next turn, the bone bites automatically for an additional ld4 points of damage then release and fall to the ground as an unenchanted bone. However, the victim can use an action to detach the bone jaws. Undead are unaffected by this spell as bone bite jaws will not bite them. Any amount of time up to 24 hours can elapse between the casting of the spell and its biting attacks; a caster who fails to hit can pick up and throw the bone later, or leave it in a niche or corridor as a trap. The effect even functions underwater and so can be hidden in a pool or bucket of water. Multiple castings upon the same bone will fail. However, it can be cast upon different bones up to one per 2 points of Faith. Bone bite teeth can puncture armor, carapaces or bony plates, dragon hide, and all known nonmagical barriers and substances.
Borrow  Spirit Cost: 7 
Time Required:1 action Range:5 feet Duration:Up to 1 minute
The priest robs a creature of one of its attributes, such as Strength or Faith and gives that capability to an ally. One creature of priest’s choice within range makes a save based on that attribute score against a DC (d6+14) plus Faith modifier (DC range: 15-25). If the target fails, it has disadvantage on feats and saves using the chosen attribute. In addition, the target has disadvantage on attack rolls using the chosen ability score, and gains no modifier bonuses if they apply to an attack. At the time of casting, the priest chooses another willing creature within 30 feet. For the duration, that creature gains advantage on all feats and saves using that attribute. In addition, that allied creature gains 6 temporary Body points. At the end of each of the first target’s turns, it can make a save against the original DC, but the disadvantage inflicted by this spell does not affect these special saves. On a successful save, the spell ends.
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. However, 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 stabilize at a -1 Body score rather than regaining the benefits 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.
Breath of the Elements  Spirit Cost: 6 
Time Required:1 action Range:Touch Duration:24 hours
This incantation permits the priest or a touched creature to breathe normally in hostile environments. The priest must choose either air, earth, fire, or water. For the duration of the spell, the affected can breathe that element normally, as if it were normally breathed. This does not convey resistance or protection from damage other than no damage will occur from breathing. Fire-breathing would allow surviving smoke and flames of a burning building or even the flames of the elemental plane of fire. If buried in dirt, the priest could survive with earth-breathing. If air is selected, then poisonous gases, even magical ones, will not affect the enchanted target.
Breathsense  Spirit Cost: 2 
Time Required:1 action Range:Self Duration:10 minutes
Through this power the priest can detect the presence of all breathing creatures within 150 feet. The size of each creature and its general direction can be determined, but not its exact location. You can sense the general size of a creature by its breathing. However, the breath signature of a creature can be muffled if it is behind total cover, in another room or blocked by some barrier. The priest would detect a creature as one size smaller half the time in such conditions.
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.
Burning Blood  Spirit Cost: 9 
Time Required:1 action Range:90 feet Duration:20 to 30 seconds
This divine power infects the blood of a creature within range with a toxic mixture of corrosive fluids. The target must make a Resilience save against DC (2d4+15) plus the priest’s Faith modifier (DC range: 20-28). If succeeded, the no ill-effects occur and the spell ends. On failure, the victim immediately takes 1d4 acid damage and 1d4 fire damage. Until the spell ends, the target cannot take reactions, and its movement is half of normal. Then at the start of the victim’s next turn, it makes another save against the original DC. If successful on these subsequent saves, the toxicity and incantation end. If failing the save, then a repeat of the damage and penalties occur. Finally, at the start of the turn after that, a final save is made again. If failing, the damage occurs one more time, but the reaction and movement penalties are lifted as this is the end of the spell.
Burrowing Claws  Spirit Cost: 3 
Time Required:1 action Range:Self Duration:5 minutes
Through this spell, the priest grows short, thick claws. They are useless for combat, but ideal for tunneling through soft earth. The priest gains a burrow speed equal to half of his or her normal walking speed.
Call the Beast  Spirit Cost: 6 
Time Required:1 action Range:60 feet Duration:Special
The priest chooses a target within range, which must make a Will preservation save against DC (d6+12) plus Faith bonus (DC range: 14-23). On a failure, the next time the target falls asleep, it awakens 30 minutes later mad with rage, immediately moving towards the nearest creature that moves and making a melee attack against it. While enraged by this spell, target will not cast spells or make ranged attacks, but is compelled to continue making melee attacks against its target. This mad rage continues for 1 minute, during which time it continues to attack its target relentlessly. It only willingly stops if the target creature is dead or somehow completely removed from the situation, in which case it chooses the nearest creature that moves as its new target and attacks it in the same way. The creature enraged by this spell can repeat the Will preservation save against the original DC at the end of each of its turns, ending the spell on a success. Otherwise, the spell ends 6 rounds after the creature awoke in its rage. When this spell ends, the target falls unconscious and goes back to sleep. Unless awakened, it sleeps for whatever length of time it would normally sleep. The target retains no memory of what happened while it was charmed by this spell.
Calm Sand Spirit Cost: 7 
Time Required:1 action Range:Centered on Priest Duration:1 hour
This incantation inhibits natural or magical disturbances of sand within a 120-ft diameter sphere centered on the caster. If the priest moves, the sphere follows. Any natural desert creature or burrowing creatures with fewer Will points than the caster’s Faith will flee the area if possible, and earth elementals (animated rock, etc) are paralyzed while in the area. Desert, burrowing and elemental creatures with equal or greater Will must make a successful Will save (DC:18) to avoid paralysis or maintain free movement in the area. Additionally, allies of the caster do not suffer difficult terrain penalties of movement while inside the area of effect. Note that while this spell would calm the sand during a sand storme, it would not affect the winds. Only Egasski will grant this incantation.
Calm Water Spirit Cost: 7 
Time Required:1 action Range:Centered on Priest Duration:1 hour
This incantation inhibits natural or magical disturbances in water within a 120-ft diameter sphere centered on the caster. If the priest moves, the sphere follows. Aquatic or water-based creatures with fewer Will points than the caster’s Faith will flee the area if possible, and water-based creatures (water weirds, elementals, etc.) of this type cannot take form. Aquatic and water-based creatures with equal or greater Will must make a successful Will save (DC:18) to form or maintain free movement in the area. Note that while this spell would calm the waters of a hurricane, it would not affect the gale-force winds. Egasski will never grant this incantation.
Calm Winds  Spirit Cost: 5 
Time Required:1 action Range:20 feet Duration:10 minutes
When the priest cast this incantation, it stills the air around the holy one, creating an area of calm within a 20-foot radius sphere centered on caster. A creature inside the spell’s area is immune to the effects of high winds from either natural effects or spells. In addition, air-based elemental creatures treat the area as “crawling” terrain for the duration and feel an instinctive urge to avoid entering it. The spell’s protective area moves with the caster, who can only move at half speed while dragging the area of effect of the spell.
Capitulation  Spirit Cost: 4 
Time Required:1 reaction Range:30 feet Duration:5 minutes
When their comrade falls, the priest charms beleaguered foes they would be wiser to surrender. As a reaction to when the priest’s side of the fight reduces a hostile creature to 0 or lower Body points and that fallen creature is within 30 feet of the priest, this charming effect is brought into being. To determine who is affected, roll 3d6 and add the priest’s Muse score. The final total is how many Body points of creatures this spell can affect. Creatures within range that are hostile are affected in ascending order of their current Body points (ignoring unconscious creatures and creatures that cannot see or hear the priest). Starting with the creature that has the lowest current Body points, each creature affected by this spell drops any weapons it is holding, and for the duration it can take no action except to disengage, it can take no reactions except for self-preservation, and its movement is still normal. The charm can make any creature affected by this spell change its attitude from hostile to indifferent. Indifferent beings will not submit to being shackled or tied up. Subtract each creature's current Body points from the total before moving on to the creature with the next lowest points. A creature's Body points must be equal to or less than the remaining total for that creature to be affected. This spell ends early on any target that is attacked or harmed by a spell, or that witnesses any of its friends being harmed. When the spell ends, a target remains indifferent unless the GM rules that it becomes hostile again. Undead, constructs, and creatures immune to being charmed or frightened are not affected by this incantation.
Celestial Fist [Concentration]  Spirit Cost: 2 
Time Required:1 action Range:30 feet Duration:Up to 3 rounds
With this incantation, the priest conjures a great fist of force with the appearance of analogous to the divine province. An earth deity would create a fist of stony appearance, while a sun god would manifest one of flame. Regardless of the appearance, the fist will not inflict damage. It will, however, smash down on an enemy and hold that foe fast in its grip. The target can be of size category large or lower and must be within range. The target and the fist enter a grappling competition. The fist will use the priest’s Faith score for the competition. If the fist wins the competition, the victim is under the grappled restriction until the start of the priest’s next turn. If the priest chooses, he or she can continue the hold by concentrating, but doing so prevents the caster from taking reactions or casting new spells. The duration will through the start of the priest’s third subsequent turn. However, the victim may attempt to escape by another competition. If escaping, that action will end the celestial fist. Further, damage to the fist will not force an escape.
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.
Chain of Madness  Spirit Cost: 8 
Time Required:1 action Range:60 feet Duration:Special
The priest inflicts one creature with random selection of temporary insanity, found in the GM Aide document. If the target fails a Judgment preservation save against DC (d8+14) plus the priest’s Faith bonus (DC range: 18-27), the two insanities from the table are rolled. The effects of the madness are immediate and last for 24 hours. If the same results are rolled twice, the madness lasts 48 hours. The target may infect up to six different people with madness. The first six people it touches within its duration of madness must also make a like preservation save. If failing, that victim contracts the same insanities, lasting 24 hours regardless of the number of afflictions. A creature infected with madness by the original target can spread it as well, forcing each of the first three people it touches during the 24-hour duration of its madness to make make Judgment saves as well; however, this third-generation victim will roll the save advantage and contracting the same madness for 12 hours on a failure. These final victims Creatures who cannot pass it on to others.
Champion’s Strength [Material] Spirit Cost: 6 
Time Required:10 minutes Range:60 feet Duration:Up to 3 rounds
The priest wraps a large and heavy gold chain of four links around his or her holy symbol. The gold chain jewelry must be valued at 1,000 bits, and further it is thick and will weigh over five pounds. The links represent the four willing humanish or atavistoid beings selected by the priest, who will designate one as the “champion.” Moreover, the targets are limited to persons of medium or smaller size category. All participants become aware of their roles. The methods of others will be subject to collective actions until the end of the “champion’s” next three turns. In between the start of the incantation and the first turn of the “champion” and then the times between his or her subsequent turns, if one of the beings designated as a link makes a sacrifice, then it will be at disadvantage on attacks and any saves, feats or competitions involving Strength. To sacrifice, the link is committing to this and its subsequent actions to be limited to melee attack and cannot make other choices, not even drinking a potion. However, by this sacrifice, the “champion” will become at advantage on melee attacks as well as any Strength saves, feats or competitions. If another willing link also makes the sacrifice, then the “champion” increases the weight of his weapon damage by 1 on every die pool used in the melee attack. If the third joins the sacrifice, then the weight increases by 2 total points of damage on every die pool. All penalties and bonuses granted by this incantation last until it ends, regardless of whether any or all of the targets remain within range; however, should a link change his or her minds, then the spell ends instantly. If a link becomes unconscious, incapacitated or dies, the spell continues but without that link’s contribution to the “champion.”
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 an action is used 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.
Chaotic Fate  Spirit Cost: 3 
Time Required:1 reaction Range:Self Duration:Instantaneous
Using the energy of chaos, one can use a reaction to alter the result of a single d20 roll. The rules of a single reaction per round must be followed. Further, certain deities of order and law may not grant this incantation, regardless of province -- at the GM’s discretion. However, when the priest character rolls a d20 (not any other sided die), whether as a solo roll, part of a die pool or even at advantage/disadvantage, and that single die score is unsatisfactory, then with this spell, a d8 and a d4 can be rolled. This will not change the raw score value of the d20 but only the total adjusted result; therefore, this can never remove the miss from a “natural 1.” To factor the new score, the original d20 roll is used, then add the result of the d8 and subtract the result of the d4. Any modifiers which would have originally been applied are then recalculated to determine the effective total score of the die roll. All other conditions of raw scores then would apply appropriately as if that value had been rolled naturally.
Chariot of the Sun [Material] Spirit Cost: 10 
Time Required:1 minute Range:60 feet Duration:12 hours
Sacrificing two rubies (600 bits) by crushing them into dust in a specially designed crucible, the priest summons a large chariot and two horses made of flame in an empty area (15ft x 10ft) within range. The priest and an additional six medium-sized creatures can fit into the chariot. A large creature counts are three for space confinements here, while category-small beings count as ¾. Anyone other than the designated passengers will suffer d4 fire damage per round if entering the chariot. The horses only respond to spoken commands from the priest. Structurally, the chariot has 25 Body points, and each celestial horse has 21 Body points. All three are AC 20, plus are immune to fire damage; however, these three are also vulnerable to cold damage. When pulled by the fiery horses, the chariot has a flying speed of 75 feet. The chariot and the horses can be banished back to their home plane of fire to end the spell at will, without an action, at any time.
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:12). 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. This keeps any attacks or acts of aggression against the caster and allies at bay, even if the animal is a pet of another being.
Charm Desert Creatures Spirit Cost: 3 
Time Required:1 action Range:30 feet Duration:1 minute
By bellowing a guttural growl, the priest causes each desert creature (animals, monsters, anything) seen within 30 feet to make a Will save (DC:9). Only creatures with a Body-point max score equal or lower than double the caster’s Faith score can be affected. 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. This keeps any attacks or acts of aggression against the caster and allies at bay, even if the animal is a pet of another being. Only Egasski will grant this incantation.
Charm Marsh Creatures Spirit Cost: 3 
Time Required:1 action Range:30 feet Duration:1 minute
By spreading his or her arms to appear larger than normal, the priest causes each swamp creature (animals, monsters, anything) seen within 30 feet to make a Will save (DC:9). Only creatures with a Body-point max score equal or lower than double the caster’s Faith score can be affected. 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. This keeps any attacks or acts of aggression against the caster and allies at bay, even if the animal is a pet of another being. All Lacerta deities except Egasski will grant this incantation.
Charnel Fire  Spirit Cost: 7 
Time Required:1 action Range:Touch Duration:Up to 1 minute
Selecting a single target from any undead that the priest controls via crown of the grave, his or her touch causes the selected feratu to burst into flames, making the walking dead a roaring bonfire. For the duration, the affected undead is immune to fire and inflicts an extra 2 points of fire damage with its melee attacks, similar to infusion of fire. Until the incantation ends, upon the priest’s turn, he or she may choose to use an action to cause the undead creature to explode. This, of course, destroys the feratu, but moreover, every creature within 10 feet of the explosion must make an Agility save (DC:18). Creatures that fail the save, suffer 2d4 points of fire damage and only half on a successful save.
Circle of Privacy  Spirit Cost: 5 
Time Required:1 minute Range:25-foot circle Duration:24 hours
The priest sprinkles salt in a circle around a campfire, tent, or some other central object. Natural predators and curious passer-byes are magically discouraged from looking too closely at the area enclosed by the circle. Sights, sounds and smells inside the circle are masked and muted, and anyone just passing by is unlikely to even notice your camp. Any Perception checks to notice the area are made with disadvantage. This incantation does not protect against any form of magical detection.
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.
Clarity of Mind  Spirit Cost: 3 
Time Required:1 action Range:Touch Duration:1 hour
The priest touches a target and grants extraordinary focus for the duration. The target has advantage on Logic and Judgment preservation saves and feats.
Cloak of Bravery  Spirit Cost: 3 
Time Required:1 action Range:Touch Duration:1 hour
The priest touches a target and grants supernatural confidence. The target has advantage on Will preservation saves and feats or any other roll that could prevent the frightened or shaken restrictions.
Closure of Confusion  Spirit Cost: 6 
Time Required:1 action Range:30 feet Duration:Instantaneous
The priest chooses up to 3 hostile creatures within range and that are no bigger than size category Large. Each target can be pulled up to 20 feet closer to the caster on a failed Judgment save against DC (d6+12) plus the priest’s Faith bonus (DC range: 14-23). Those who make a successful save may optionally choose to be pulled as well. However, those who fail are subject to 1d4 points of Mind from the confusion of this movement.
Cloud of Fungus Spirit Cost: 2 
Time Required:1 action Range:Touch Duration:Up to 1 minute
The shaman who casts this invocation on a normal mushroom, truffle or toadstool (up to 6 inches in diameter) transforms the fungus into a magical orb, which can be dropped or thrown on the caster’s next action. The rules for hurling grenade-like missile “close enough” are used. The orb bursts upon landing, releasing a cloud of spores 10 to 15 feet in diameter (7 hexes). Those caught in the spore cloud must make a successful Resilience preservation save (DC:12) or suffer an attack of coughing and choking, which leaves them in an incapacitated restriction. They can make no actions or reactions, but are allowed to move out of the area. The cloud dissipates in d3+1 rounds; the coughing effect remains until end of the victim’s turn when escaping the cloud or it fades from existence. The spores do not affect undead or non-breathing creatures. If the missile is not thrown (or dropped) by the time its duration expires, the enchantment is lost.
Combined Effort  Spirit Cost: 3 
Time Required:1 reaction Range:Melee Reach Duration:Instantaneous
This incantation is a reaction to the attempt to perform a melee attack with the primary-hand die pool. Note the reaction is to the attempt not the success; therefore, the Spirit cost will be expended even if the melee attack fails. The primary-hand die pool gains a bonus for each die in the pool equal to the number of your allies visible within 10 feet of the target. However, the bonus has a maximum of +5. If the attack hits, then the victim must also make a Will preservation save against DC 10 plus the granted bonus. If the fails the save, until the end of its next turn it cannot the victim has disadvantage on attack rolls but only against the priest and those specific allies.
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+8) plus the priest’s Faith modifier (DC range: 9-17). 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.
Compose Mind  Spirit Cost: 2 
Time Required:1 action Range:Self Duration:1 minute
The priest maintains a calm attitude in the face of danger. For any damage inflicted which might break his or her concentration for the duration, the faithful has advantage on the saves required to maintain it.
Constriction Spirit Cost: 6 
Time Required:1 reaction Range:Touch Duration:Up to 3 rounds
By making a touch-based attack using a grappling maneuver, the priest spreads his arms and wraps the target in a bear hug, if successfully attacking. As a touch-based effect, should the attack fail, then the reaction to cast the incantation is not used and the points are not consumed. However, if grappling the victim, this incantation allows the priest to make a special crushing attack. This type of attack is possible only against foes of the priest’s own size or smaller. The victim suffers 1d4 points of blunt damage from crushing in that round and every round thereafter unless the spell ends, the priest is killed, or the bear hug is broken. Normal rules of post-grapple still apply. At the end of the third subsequent round, the crushing damage ceases due to the termination of the incantation; however, the hold from the grapple may still be intact.
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 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.
Create Jungle Minions Spirit Cost: 7 
Time Required:1 action Range:20 feet Duration:Permanent
This spell permanently changes common crocodiles or alligators (one for every three complete points of Faith of the caster) into lesser segophages. Additionally, this incantation can also transform humanish and atavistoids into such beasts; however, only a single target is permitted for such circumstance. Those to be affected need only be within sight and range of the caster. Willing creatures are transformed; unwilling creatures receive a Will save (DC:10) to avoid the effect. Those who change effectively lose their consciousness. Minions attack as commanded by the priest. The spell is permanent, unless reversed by a successful disrupt magic or similar means. Lesser segophages are compelled to devour the flesh of enemies who fall in combat, a process taking 3 rounds of actions. Multiple devourers can shorten the time, but it will always require at least one round. During this time, a segophage cannot attack or follow the caster’s commands. If the segophages do not kill and devour at least one victim slain in an encounter he or she commands, then the caster must make a Muse save (DC:10) or have the surviving segophages turn on him or her. The total number of segophages that can be under the caster's command, even if one is not involved in the current encounter, is one per point of Faith of the caster.
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.
Note: Skills to enhance the power of this incantation are animate monster, feratu command, raise ghoul and unlife likeness.
Crystalbrittle  Spirit Cost: 12 
Time Required:1 action or reaction Range:Touch Duration:Instantaneous
The priest touches any metal object up to 30 cubic feet in volume and turn it into a fragile crystalline substance that shatters easily upon impact. You can transform any metal object or even a creature made of metal such as an iron golem. If you target an item worn or carried by another creature, or if you target a creature made of metal, then a touch attack must first be made, then use a reaction to release the power of this incantation. Even then, the victim is permitted a difficult but possible Agility save against DC (2d4+20) plus the clergy’s Faith modifier (DC range:27-33). If the target is magical object or a construct entity, then the save is made with advantage. Once transformed, the object or creature becomes AC 10 and has 1 Body point.
Curse of Choking Sands Spirit Cost: 5 
Time Required:1 action Range:30 feet Duration:12 hours per Faith
This transforms good water into lifeless sand. When cast on a creature that fails a Resistance against DC d6+10 plus the priest’s Faith, the creature is unable to drink liquids for the next 12 hours for each point of Faith the caster possesses. Liquids turn to sand as they touch the victim’s lips. Every 6 hours under the curse, the victim must make a successful Resistance feat check (DC:10) or suffer one degree of exhaustion. Death occurs under the rules of dehydration. A victim who has not died from dehydration when the spell ends can begin to drink normally. Liquids turned to sand by the curse remain sand. A free curse spell ends the curse of the choking sands immediately. It is also possible to break the spell by completely immersing the cursed creature in water for 60 seconds.
Curse of Woe  Spirit Cost: 3 
Time Required:1 reaction Range:Melee Duration:Special
This incantation can be used as a reaction whenever a successful melee strike is made against an opponent. At that point, the victim is under a curse if failing a Faith preservation save against DC (d6+8) including the cursing priest’s Faith bonus. The curse forces the victim to be at disadvantage on its next save or feat. This spell’s magic is permanent until its effect is triggered, but can be removed by a free curse or special ritual.
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 up to 30 feet 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 modifier (DC range:12-21). If failing the save, the target becomes deaf and under the restriction of the same name for the next 6 rounds.
Death Armor  Spirit Cost: 3 
Time Required:1 action Range:Self Duration:3 rounds
After casting this spell, a shroud of dark flames wreathes the body of the priest. For the spell’s duration, any creature within 5 feet that touches or hits the priest with a melee attack takes an amount of necrotic damage equal to 1d4.
Death Perception [Concentration] Spirit Cost: 2 
Time Required:1 action Range:300 feet Duration:Up to 10 minutes
Using a fresh corpse that has been dead for less than an hour and that is within range, the cleric can select to use either its sight, hearing or sense of smell, assuming the dead creature was capable of those senses when it was alive. For example, using a recently slain monster, the priest could see through its eyes. The effect is stationary unless the corpse is moved (or its head is moved). No special senses the corpse possessed in life are transfered to the priest. Further, while using the senses of the corpse, the priest’s equivalent sensory organ is occupied. The incantation can end at will at any time, but while in use requires concentration; thus, preventing reactions or the use of new spells.
Death Prayer  Spirit Cost: 2 
Time Required:5 minutes Range:Touch Duration:Permanent
The priest can, by use of this invocation, reduce the chance that a corpse will rise later as an undead creature. It prevents both the magical animation of a corpse and the seizure of the body by an intruding spirit. Once the protection is placed, the magic fades, and the fact that the death prayer was cast can be detected only by a powerful divinations. If a corpse would rise as an undead creature, this protection allows a special save using the Will score the creature had in its previous life (DC:12). Failure means the corpse will rise as the appropriate type of undead. Success means that the corpse remains truly dead. This prevents the corpse from returning, for example, as a ghoul, shadow, skeleton, wight, or zombie. While the corpse is sealed, a necrosayance or its equivalent cannot contact the spirit unless the caster has a higher Faith score than the caster of the death prayer. Also, while the corpse is protected, any methods to restore its life suffer a -5 (or 25%) penalty on rolls. penalized by 25%. The death prayer cannot be removed with disrupt magic, but the GM may rule that more powerful magic could. To perform this, the priest requires a vial of holy water, which is sprinkled over the body.
Deathsense  Spirit Cost: 4 
Time Required:1 action Range:Special Duration:Instantaneous
For the conscientious necromancer who doesn’t want to have a bad social reputation for raiding the local cemetery, this power can search for corpses just below the ground that would make viable undead for the crown of the grave incantation in a radius of a half-mile per point of Faith. When uses this spell, the priest learns a vague number of corpses that could be raised and animated. Terms such as “less than ten,” “a few dozen,” and “hundreds” are expected phrases to be learned by this incantation.
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 (d6+12) plus the priest’s Faith modifier to receive only 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.
Deeper Darkvision  Spirit Cost: 5 
Time Required:1 action Range:Touch Duration:8 hours
The priest blesses oneself or another creature, which grants the recipient darkvision out to a range of 90 feet for the duration. If the target already has darkvision to a range of 90 feet or more, then its vision is extended another 30 feet.
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.
Déjà Vu  Spirit Cost: 8 
Time Required:1 action Range:40 feet Duration:Instantaneous
The priest chooses one creature within range and force it to make a Will save against DC d8+14 plus the priest’s Faith modifier (DC range:18-27). If the creature passes, the invocation has no effect; if the creature fails it takes all the damage it has suffered since the priest’s previous turn. This damage is smite damage. For example, a giant has taken 12 points of cold damage, 4 points of slashing damage, and 6 points of piercing damage since the last turn. If the giant fails its save, it would immediately take 22 points of smite damage.
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.
Note: Skills to enhance the power of this incantation are energy drain, sap and vampiric gaze.
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.
Detect Runes [Concentration]  Spirit Cost: 2 
Time Required:1 action Range:90 feet Duration:5 minutes
This invocation allows the terrac priest to locate all magical glyphs, sigils and runes within 60 feet instantly, even if they would otherwise be unrecognized. Further, if using a one round of concentration, during which no reactions can be used, the caster can learn what it the rune or glyph does - such as sealing an object closed or is a teleport sigil - and also learn what, if any, damage energy types are used as part of its protection. This invocation offer no protection or prevention of disturbing a magical glyph. It is possible for some magic sigils to detonate based solely on this analysis if such a symbol were created for that purpose. The option to study a rune lasts for 5 minutes, during that time only moments of concentration will the denial of reactions by in play.
Devout Combat  Spirit Cost: 2 
Time Required:1 reaction Range:5 feet Duration:Instantaneous
This is a reaction to a melee attack with a weapon of 5-foot reach or less. This is triggered based on the attempt; therefore, the Spirit cost is spent prior to the attack roll. When making the melee attack, the priest’s Faith is used rather than Strength for the calculations to hit and damage.
Disarm Foe  Spirit Cost: 2 
Time Required:1 action Range:20 feet Duration:Instantaneous
The priest creates a burst of force to target the wielded weapon of a visible creature within range. The victim must make an Agility save against DC (d4+8) plus Faith modifier (DC range: 9-17); otherwise, the creature will drop the weapon. If the weapons is wielded by two hands, then the creature has advantage on its save. Should the weapon be dropped, it falls into a space of the priest’s choice within 5 feet of the victim.
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 [Concentration]  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 Magic  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 the priest’s full Faith score (DC range:14-24); 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.
Disturb Sleep [Material] Spirit Cost: 7 
Time Required:1 reaction Range:Touch Duration:1 week
Prior to casting, the priest must prepare a doll crafted from silver and gems, having a value of at least 1,000 bits. It requires 8 hours of activity for the priest to prepare such a doll, and only three can be prepared in advance. Crafting a fourth will be a work of art but unable to hold the necessary energy to cast this incantation. When casting, the priest selects a target, touches it and by doing so, it loses its ability to sleep restfully for the duration of the spell. The subject’s dreams are filled with a discordant orchestra and frightening images. Starting when the subject next attempt, whenever the victim finishes a long rest, it must roll a Muse preservation save. If it fails, it does not gain the benefits of that long rest. This spell can be ended by a free curse, in addition to being dispelled by the caster.
Divine Deterrence  Spirit Cost: 2 
Time Required:1 action Range:Self Duration:3 rounds
When cast initially, the priest immediately gains +1 bonus to Armor Class in the “other” category. Until the start of the third subsequent turn, the priest can use an action to enhance this power for 2 more Spirit points which grants another +1 to the “other” part of his or her AC. However, when the spell ends from its original casting, all the AC bonuses are lost instantly.
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 magical 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.
Divine Sacrifice  Spirit Cost: 2 
Time Required:1 reaction Range:Melee Reach Duration:Instantaneous
The attempting a melee attack of the primary hand die pool, meaning the reaction is triggered before the attack rolls, this incantation can inflict additional damage based on self sacrifice. As a result, the priest will suffer half of the original damage from the primary hand die pool (rounded down). However, by doing so, the attack is granted an exploding crit die after the original damage is calculated. This extra die will count even if there already was a crit from the original attack. However, this d20 must be rolled against the target’s AC, but will deliver 1-3 points of extra damage. Further, it is a true crit, meaning if it is a “natural 20” then it will produce yet another crit die.
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.
Dragonskin  Spirit Cost: 3 
Time Required:1 action Range:Self Duration:6 rounds
When the priest casts this incantation, his or her skin hardens and becomes scaly. For the duration, if wearing light armor, the caster gains a +2 bonus to AC in the armor base category. The priest also gains resistance to either fire, ice or lightning. Worshipers of the province of sun or fire will always have fire resistance. Those of water will have ice resistance. Sky and light deities select lightning resistance for their priests. All other provinces will occur at random or by selection by the GM.
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 against a DC (2d4+10) plus the priest’s Faith modifier (DC range:13-23). 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 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.
Earth Reaver  Spirit Cost: 7 
Time Required:1 action Range:70 feet Duration:Instantaneous
With one stern, commanding word, the priest gestures to a point on the ground within range, and the indicated spot erupts in a shower of dirt and stone. Each creature in the 20-foot diameter sphere (37 hexes) centered on that point takes 2d4+3 blunt damage and are knocked prone. Victims are permitted an Agility save (DC:15) to remain standing and suffer only half the damage. After the eruption, the area of the spell becomes difficult terrain until it is cleared. Each hex of the area requires at least 1 minute to clear by hand. Earth-based elemental creatures do not take damage from this spell.
Echoes of Cowardice  Spirit Cost: 3 
Time Required:1 action Range:30 feet Duration:Instantaneous
The priest amplifies the doubts and fears inside one creature within range. The target must make a Faith preservation save against DC (d6+8) plus the caster’s Faith bonus (DC range: 9-19). If failing the save, the victim suffers 1d4 Spirit damage and falls prone. Creatures not affected by spiritual attacks, such as constructs, and undead creatures are immune to this effect.
Elemental Body [Concentration] Spirit Cost: 9 
Time Required:1 action Range:Self Duration:Up to 4 hours
When the priest cast this invocation, it transforms his or her body and all the gear carried into a new form, composed of one of the elements based on the type of divine province. The caster retains the previous size and statistics, except as noted below, but until the spell ends, the priest’s lifesong signature becomes “elemental,” and he or she gains the following benefits:
•The body is attuned to the environments where this element completely surrounds you, breathing and existing in such places comfortably.
•Immunity to poison damage and the poisoned restriction is gained, as well as immunity to being paralyzed, stunned, and unconscious.
•The priest becomes resistance to bludgeoning, piercing, and slashing damage from non-magical weapons.
In addition, the priest gains the following special abilities depending on the province of the worshiped deity:
Air: Flight at your normal speed. Creatures have disadvantage on their attack rolls against the priest while they are flying or hovering.
Earth: The priest gains a +1 bonus on all die in attack die pools when used against foes that are touching the ground; further, the priest has advantage on any competition made for tripping or pushing. No matter what armor is worn, the Armor Class cannot be lower than 13 plus the appropriate Agility modifier.
Fire: The priest is immune to fire. Any creature that grapples the priest, or is within 5 feet of you when it hits you in melee, takes 1d2 fire damage. If using savage form, the priest will inflict an extra point of fire damage.
Water: The priest can swim at his or her normal speed and gains a +1 bonus to hit for all dice in any die pool when the priest and the opponent are both touching water. The priest can use an action to put any nonmagical fire within 5 feet by sheer desire.
As a final note, this invocation requires the use of concentration, meaning no reactions or new spell-casting can occur. Combat attacks are at disadvantage as well; however, movement is not affected for this spell. Nonetheless, if concentration is broken in the midst of this spell, depending on the environment, the results could be devastating.
Elemental Breath  Spirit Cost: 7 
Time Required:1 action Range:Special Duration:Instantaneous
The priest unleashes a breath weapon, a 60° cone, extending 30 feet (26 hexes). The damage type depends on the province of the priest: earth inflicts acid; sun inflicts fire; nature inflicts poison; sea inflicts cold; and sky inflicts lightning. Any creatures in that area must perform an Agility preservation save against DC (d6+20) plus the Faith bonus (DC range: 25-31). Failure inflicts 3d4 points of Body damage. Those making a successful save suffer only half.
Elemental Infusion  Spirit Cost: 3 
Time Required:1 action Range:Touch Duration:30 seconds
This enchantment endows a single melee weapon with an infusion of special damage such that an d2 points damage are also inflicted upon a successful strike with the weapon. The special damage is dependent on the type of divine province: earth delivers corrosive damage, sun delivers fire; nature adds poison (but not restriction occurs); sea adds ice damage; and the sky province delivers lightning 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 its wielder’s next three turns.
Enlighten Undead  Spirit Cost: 8 
Time Required:10 minutes Range:5 feet Duration:Permanent
This invocation weaves the energies into the lifesong of an undead creature, essentially creating a glimmer of intelligence into its otherwise dead mind. The priest selects an undead creature in close proximity that is not hostile. The target must have no Mind score to be a valid target. The undead gains a Mind score of 9 (2/2/2). The target also gains the ability to speak one language of the priest’s choosing. Additionally, any languages it knew in its life can also be spoken. It also gains ability to learn up to one-thousand karma points worth of skills. Those skills are not instantly known and must be obtained over time. Further, most undead will deteriorate after around a month of re-animation; however, this power will extend the “life span” of the undead up to three years. The affinity of the enlightened undead creature is similar to having been charmed by the priest but is not under his or her control - unless being controlled by other means. It remains under the charmed condition for 30 days or until treated in a harmful way to break the charm. However, during the first 48 hours of its “new life” there is a condition like rapport between the priest and the undead, as well as a subtle telepathy where once every three to four hours, the priest can receive a summary of its experiences. This allows a newly enlightened undead to act as a potential spy before leaving its fledgling status adjusting to its newfound intellect.
Envenom Claws  Spirit Cost: 4 
Time Required:1 action Range:Touch Duration:6 rounds
This invocation allows the priest to imbue a poisoning ability to an animal that has claws. This is typically used on allied, trained pets; however, it is possible to empower a wild animal. The requirements are the target must be of the Animal Kingdom and it must have an attack that uses either claws or talons. Upon empowering the animal, it will have the following weapon special added: onHit;{"type":"save","quality":"resilience","DC":"12"};{"command":"poison"} while the spell is active. The duration of the poison afflicted upon anyone will last beyond the duration of the spell but will fade after roughly five minutes after being stricken.
Epuration [Concentration] Spirit Cost: 12 
Time Required:1 action Range:60 feet Duration:Up to 10 minutes
The priest selects a creature within range, conjuring seven small golden orbs to hover around the target, granting it a strong magical protection. Concentration to maintain the orbs is required, meaning the priest can take no reactions nor cast any new spells. However, when any magic forces the protected creature to make a save or suffer damage by a spell attack, one of the orbs nullify the incoming spell effect on it; thus, the protected creature no longer needs to make a save or the spell damage is absorbed. Afterwards, the orb that blocked the attack fades away. Should a magical attack require a save for half-damage, only one orb is used to completely block the effect. This is true even in an area-of-effect attack; however, this orbs only protects the chosen creature with the orbs hovering around it. Other victims in the area will still suffer normally.
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.
Exhaustion  Spirit Cost: 2 
Time Required:1 action Range:30 feet Duration:3 rounds
The priest selects a target within range which must roll a Resilience save against DC (d4+8) plus the priest’s Faith modifier (DC range:9-17). If the victim fails the save, it suffers one degree of exhaustion, meaning it is at disadvantage for feats and checks until the end of its third turn after being affected. Preservation saves would still be rolled normally. A common use would be when grappling is involved. This invocation cannot used against celestials, constructs, fiends, or undead.
Extend Breath [Concentration] Spirit Cost: 3 
Time Required:1 action Range:30 feet Duration:Up to 3 rounds
If a being within range is currently holding its breath, then this incantation will add up to another three rounds to which it is capable of remaining in the held breath restriction. For example, a creature with a Resilience score of 2 is able to hold its breath for two rounds, but aided by this prayer, it would be able to avoid asphyxiation for a total of five rounds. This effect cannot be used cumulatively upon the same target until the recipient has respired breathable air for one full round, from end of turn to end of subsequent turn. Further, this incantation cannot be be place prior to the recipient being under the held breath restriction. Lastly, to grant this extra holding power, the priest must maintain concentration, meaning he or she cannot use reaction, cast other magic spells, as well as suffering disadvantage on combat attacks.
Extract Poison [Concentration]  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.
Exultation [Concentration] Spirit Cost: 4 
Time Required:1 action Range:30 feet Duration:Up to 3 rounds
Through this invocation, this bolsters allies’ divine invocation casting. Until the start of the priest’s third subsequent turn and while maintaining concentration, meaning no reactions, other spells and combat is at disadvantage, when an ally within 30 feet of the priest’s current location calls about a divine invocation, then special bonuses are granted to that caster. This includes action and reaction spells alike. If the invocation incorporates an attack roll, the ally gains a +2 bonus to hit for the applicable die pools of that invocation’s description. If an ally casts a divine power that requires any creatures to roll a save during the same turn as the spell is cast, the DC of those saves is increased by 2.
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.
Fangclaw  Spirit Cost: 2 
Time Required:1 action Range:Self Duration:3 rounds
This invocation creates a fanged, biting mouth in the palm of the caster’s hand as well as small biting mouths at the tips of his or her fingers. Its bite is under the control of the caster; it does not automatically snap at anything it touches. The caster can only deliver the hand’s attack by slapping his or her palm against a subject, requiring a successful touch attack, using either AC or grappling to determine. The series of fangs will deliver one bite once per round. If placing the victim in a hold, it will automatically bite at the end of the caster’s turn if the hold is still intact. It could be used as part of a savage form attack as an appendage acting like a fist. Therefore, it could be used as a “multi-attack” in certain scenarios. The damage from the fangclaw bite is a mere 1 point of piercing damage; however, it forces the subject to make two saves. The first is a Resistance save (DC:8) to prevent paralysis. The second is a Will save (DC:8) to ignore the blistering hot saliva. If Resistance save fails, the subject is paralyzed until the end of its next turn; if it succeeds, no paralysis occurs. If the Will save fails, the fiery saliva distracts the subject placing it at disadvantage on its next action. However, if the victim is resistant or immune to fire, then the Will save is automatic; moreover, if the subject is vulnerable to fire, the save automatically fails. These twin saves are made against every bite of the fangclaw; saving successfully against one attack does not mean that the subject is immune subsequent bites.
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 controlling 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.
Find the Boss  Spirit Cost: 2 
Time Required:1 action Range:60 feet Duration:Instantaneous
As the caster surveys the opponents, he or she can perceive a shimmering aura over the most powerful foe. From all the creatures seen within range and perceived to be non-allies, the priest instantly knows which creature is the most challenging. There is a bit of subjectivity to this which must be determined by the GM if multiple opponents have very different skills. This spell does not reveal any details about the enemy.
Find the Gap [Concentration] Spirit Cost: 3 
Time Required:1 action Range:Melee Reach Duration:Up to 3 rounds
This invocation allows the priest to spot weak points in your opponent’s armor. While concentrating to maintain this spell’s effect, any melee attack made by the priest against that target ignores any armor and shield bonus to AC. However, a creature’s natural armor is not ignored. Remember that the combat attacks will be at disadvantage despite aiming for a lower AC.
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.
Flesh Shiver  Spirit Cost: 8 
Time Required:1 action Range:80 feet Duration:Instantaneous
The priest makes a gesture of snapping a bone and a selected target’s muscles and skin twitch while a terrible crunch comes from your victim. The target rolls a Resilience save against DC (d8+14) plus the death priest’s Faith modifier (DC range: 18-27). If the opponent succeeds the spell fails; otherwise, upon failing, he or she are stunned until the beginning of the priest’s next turn. At the beginning of the priest’s next turn the victim suffers 4d4 points of bludgeoning damage and is under the poisoned for a number of rounds equal to the priest’s Faith score. Finally, if the inflicting damage renders the victim to zero or below (and the victim survives), then a random appendage is becomes broken. Healing like treat serious body wounds or stronger invocations will repair this, but salves and weaker spells will leave a hindrance even though the Body points are restored. If it is a leg, then movement suffers -20 feet of movement. If it is an arm, then attacks are at disadvantage. Such a hindrance remains in place until an appropriate healing occurs.
Flitter  Spirit Cost: 3 
Time Required:1 reaction Range:15 feet Duration:Instantaneous
This is a reaction incantation triggered by an adjacent combatant moving away from the priest and reaching 10 feet of movement. There are several possibilities for the intent of the opponent; therefore, it is important to breakdown the sequence of things. On the opponent’s turn, it move away 15 feet. This might be a partial moving away, a full break-away or using an action to flee. If the intent is movement beyond 15 feet, then the priest would be allowed a flee attack reaction, making this reaction spell impossible. Otherwise, when reaching 15 feet, this invocation is triggered and the priest “flitters” instantly 10 feet in the same path, most likely placing himself adjacent again to the opponent who fled. Further, as part of that same reaction, the priest has extended his or her melee weapon as part of the short teleport to potentially strike the fleeing opponent; however, it is only a 1d20 die pool with the primary hand. Essentially, this permits a minor flee attack as a reaction and Spirit cost when one would not normally be possible. From that point the opponent is free to finish out its movement and action.
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.
Force Shapechange  Spirit Cost: 10 
Time Required:1 action Range:60 feet Duration:Instantaneous
This invocation allows the Lacerta priest to force any shapechanger to reveal its true form -- or the form most commonly used if it has no true form. The shaman simply points at those known or believed to be shapechangers. These creatures, if they are shapechangers, must make a successful Faith save against a DC (d8+20) plus the priest’s Faith modifier (DC range: 26-33) Each victim that fails immediately reverts to its true form. In addition, the change is accompanied by wracking pain, causing 3d4 points of Body damage to the shapechanger. The shapechange happens until the end of the victim’s next turn, during which it can take no other action. If the save is successful, the shapechanger does not change form; however, the strain of resisting the spell causes pain equal to half the normal amount. The maximum number of creatures that the priest can select is equal to his or her Faith score.
Foundation of Stone  Spirit Cost: 2 
Time Required:1 minute Range:30 feet Duration:3 rounds
The priest infuses his or her allies with the strength of the earth. Up to four creatures within range and the priest raise the base AC from 10 to 12 for those wearing light armor or no armor at all. Further, each are at advantage on Strength checks. These effects last until the end of the caster’s third subsequent turn. However, if an affected creature moves from the space it was standing in when the spell was cast, or if it jumps, flies, or otherwise leaves solid ground, the invocation’s effects end for that creature.
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.
Free Movement  Spirit Cost: 4 
Time Required:1 action Range:Touch Duration:10 minutes
After touching a willing recipient, that target becomes immune to ghoul touch, hold, immobilize, windstorm or other movement-speed restricting magic.
Free Will  Spirit Cost: 2 
Time Required:1 action Range:Touch Duration:Instantaneous
Then the priest touches a recipient, it will end one of the following conditions: charmed, drowsy, or stunned. It could also change the frightened condition to shaken; paralyzed to prone; and unconscious (with positive Body points) to drowsy. Only one condition can be altered.
Frost Gaze  Spirit Cost: 7 
Time Required:1 action Range:50 feet Duration:Up to 4 rounds
At the start of the turn, the priest’s eyes glow a brilliant, icy blue. Every creature within 10 feet must make a Will save against DC (d6+14) plus his or her Faith bonus (DC range: 15-25). Those who fail are frightened until the end of the priest’s next turn. If choosing to continue with the invocations concentration, then on the subsequent three turns, the caster can use an action to emit a freezing cold ray from its eyes at a single creature in range. The target must make an Agility preservation save against the same DC formula as above. The damage is 2d4 of cold damage but only half as much on a successful save.
Gateway [Concentration] Spirit Cost: 10 
Time Required:1 action Range:30 feet Duration:Up to 1 minute
When casting this invocation, a circular portal, 10 feet in diameter, opens over a point chosen within range. The priest also chooses a second point, which can be at any location previously visited on the priest’s home plane of existence. A second, identical portal appears at that point. Both portals are two-dimensional glowing rings filled with mist, hovering inches from the ground and perpendicular to it at the points you choose. A ring is visible only from one side (the priest’s choice), which is the side that functions as a portal. Any creature or object entering the visible opening portal will exits from the other portal as if the two were adjacent to each other; passing through a portal from the nonportal side has no effect. This invocation requires concentration to maintain, meaning during the holding open of the portals, no reactions can be made.
Gentle Repose  Spirit Cost: 3 
Time Required:1 action Range:Touch Duration:1 month
This preserves a corpse for one month.
Geyser  Spirit Cost: 7 
Time Required:1 action Range:60 feet Duration:Instantaneous
This spell causes a geyser to erupt from the ground, shooting scalding steam and water high into the air. The geyser shoots up to a height of 20 to 50 feet instantaneously (d4+1), and continues to spout until the end of the priest’s next turn. The area of effect is a function of the geyser’s height; the scalding water falls in a circular pattern around the point of eruption, with a diameter equal to one-half the geyser’s height. A creature hit directly by the geyser’s spray itself takes 3d4 points of damage from the scalding water. Creatures within the area of spray suffer ld6 points of damage and are allowed an Agility save (DC:18) for half damage. The geyser itself occupies one hex when it erupts. Damage is considered to be fire damage for the purposes of resistances. Lastly, Egasski never grants this incantation.
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.
Gibberish [Concentration] Spirit Cost: 2 
Time Required:1 action Range:20 feet Duration:up to 3 rounds
This short curse causes its victim to have difficulty to annunciate speak properly. By selecting a creature within range, this forces the victim to make a save on each incident of attempting to cast a spell with verbal aspects, to speak a command word to activate an item, or to read a scroll, while the priest maintains his or her concentration on the curse. Each time, this will be a Muse preservation save (DC:12). On a failed save, the creature utters gibberish instead of the proper phrasing, and its action is wasted without producing the desired effect. However, if the victim makes subsequent attempts, another save is permitted. If ever the save is successful, then the curse is lifted and the incantation ends.
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 reaction 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.
Grave Robbery  Spirit Cost: 6 
Time Required:1 action Range:30 feet Duration:Up to 1 month
When the priest encounters controllable undead beings that are under the command of another priest, necromancer or master undead, there is the possibility of stealing their servitude. This is also possible when encountering such feratu that are naturally wandering and under no one’s control. In either case, the priest selects up to three undead he or she has the skills and capacity to control and enters a Faith competition for each one. If that competition is against another priest or being then it is a straight comparison of d12 rolls with applicable bonuses. If the undead are uncontrolled, then the ungoverned undead have a static competition result value equal to their Resilience score. Skeletons are 2; zombies are 4, for examples. If control is gained, 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. Finally, the robbing priest must have skills from animate monster, raise ghoul or unlife likeness to affect an undead of the corresponding types.
Greater Acupressure  Spirit Cost: 3 
Time Required:1 minute Range:Touch Duration:Special
Limited to only life priests, this invocation allows greater healing if time to prepare is permitted as well as reviving the recipient from unconscious as does lesser acupressure. Further, when expending the time and Spirit points for this procedure, it helps to prepare the body to purge negative energies. The the priest’s next action can be to use a divine healing spell; when doing so, the greater acupressure will grant an additional 2d4 points of healing. Because the process is designed to channel divine healing, potions and salves will not produce the same result. Alternatively, instead of being used as an augmentation for healing, this spell could be used on its own specifically to cut the duration of a poison condition by half. However, one one method or the other has to be chosen; both effects cannot occur. Once this has been used, it cannot grant further enhanced healing to that recipient until 24 hours pass. Obviously, this invocation will have no effect on constructs or undead.
Greater Sculpt [Concentration] Spirit Cost: 7 
Time Required:1 action Range:30 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, but no dimension can be greater than 10 feet. Therefore, with a score of 7, a 7x10 wall 1-foot deep could be created. For the completion of the transformation, spell concentration is required, meaning no reactions or new spells are permitted. The rate of shaping is 5 cubic feet per round.
Great Worm of the Sea  Spirit Cost: 12 
Time Required:1 action Range:120 feet Duration:Instantaneous
A gigantic worm of liquid substance appears from out of a pond, lake, ocean or any body of water with a depth of at least ten feet. The priest selects a point within range, and every creature within 20 feet of that point (62 hexes) must make Strength save against DC (2d4+20) including the priest’s Faith modifier (DC range: 27-33). This will deliver a base damage of 5d4 of blunt damage; half on a successful save. However, creatures that fail the save are dragged into the water to a depth of 60 feet or the maximum depth of the body of water, whichever is less. Creatures pulled underwater (and still living) will immediately enter the rules of asphyxiation without the opportunity to hold their breath, but further are disoriented and remained trapped underwater until making a successful Judgment save against half the value of the original DC. These extra Judgment saves are permitted at the start of each of a trapped creature’s turn. Even then, returning to the surface, requires swimming or the ability to navigate the water, and rules of armor and encumbrance will play into the east of that task. Finally, those who made successful saves, while not dragged into the sea, will be knocked prone.
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, up to the next three attack made against the marked creature are at advantage. Multistrke attacks from a single combatant count as one attack.
Halfling Vengeance  Spirit Cost: 2 
Time Required:1 reaction Range:Touch Duration:30 seconds
When using an action to make a touch attack against a small or tiny creature, and that touching is successful, then the priest may select to use a reaction to casting this incantation. If the initial action is unsuccessful, the reaction is not used. This reaction 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.
Harden Armor  Spirit Cost: 4 
Time Required:1 action Range:Touch Duration:1 minute
By touching one suit of armor, it hardens with an extra layer of protection against attacks. The armor gains temporary Body points equal to 1 + the Faith modifier. While the armor still has these temporary points, its wearer also gains +2 AC (in the Other category). Damage is inflicted to the armor before the wearer suffers any damage; however, if a single blow exceeds the protective points, then remaining amount is calculated as if the wearer is resistant to the incoming damage. The spell ends early if the temporary hit points are depleted, if the armor is removed, or if the invocation is cast again on the same suit of armor. The priest can also dismiss the spell as an action.
Harmonic Shabti [Material] Spirit Cost: 4 
Time Required:1 action Range:Touch Duration:Permanent
There can only every be on token in linked at one time; however, through this spell, the priest links his or her lifesong to an to a small statuette of at least 100 bits value. This item can be separate from the priest at this point; however, it will reflect the physical health of the priest so that others can be aware of the priest’s safety (or lack thereof). Thus, when the priest suffers Body damage, the superficial or critical wounds appear on the statuette as well; however, the placement may not be exact and the shabti represents health and wounding in a more general sense. As the priest heals, the graven image reflects that as well. If the caster is killed or is in the condition of being incapacitated, paralyzed, petrified, stunned, or unconscious (not sleeping), then the talisman becomes rusted and dull. Once the condition is removed the shabti will regain its luster. Damaging the item does not harm the priest. These effects persist even if the priest and the item are not on the same plane. This incantation ends if creating another shabti.
Healing Waters  Spirit Cost: 5 
Time Required:1 action Range:5 feet Duration:Permanent
This is a common incantation of adventuring lizardfolk traveling through swamps. By the use of this spell, all adjacent beings, ally or otherwise, receive a healing from the priest. However, all the recipients must be occupying a space that shares common water, be it swamp water, a pond or even the ocean. If an adjacent being is standing on the beach, atop of a large tree root, or other terrain that prevents them from sharing the water, then the healing cannot affect that target. If the shaman is not standing in water, then no one receives the healing. The healing effect is a d4+1 Body points which is granted to each viable target. The shaman’s Body is not restored, however.
Hearken Lifesong  Spirit Cost: 6 
Time Required:1 full round Range:Touch Duration:Instantaneous
With this invocation, the priest is able to know detailed information about the true nature of a creature. It does require touching the creature at the start of the priest’s turn through the start of his or her next turn. Through this contact the priest hears and sees the lifesong of the being to identify it by bestial-kingdom (animal, fiend, humanish, etc); know its species; recognize its gender (or lack thereof); known any innate immunities, resistances or vulnerabilities; whether the creature breathes, eats and needs sleep; and finally the priest will identify a unique and distinct pattern of its lifesong which can be used as an identification of the specific entity. This pattern does not reveal the creature’s name or deeds, but it can be compared to know if it is the same creature the priest has previously identified. Unwilling creatures will likely have to be shackled or somehow restrained by means outside the priest to maintain a proper reading.
Heartseeker  Spirit Cost: 8 
Time Required:1 action Range:Touch Duration:3 rounds
While casting this spell the priest touches a piercing weapon. For the wielder’s next three turns, that weapon inflicts a critical hit on a natural roll of 17-20. Further, the exploding-crit die chains from the “natural 17 or higher” also follow that score for subsequent crits. The spell ends once the duration has expired or the weapon inflicts a number of critical hits equal to the priest’s Faith score.
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 choosing 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.
Hellfire Burst Spirit Cost: 6 
Time Required:1 action Range:60 feet Duration:Instantaneous
The priest chooses a creature within range, who becomes engulfed in flames, requiring an Agility save against DC (d6+12) including the Faith modifier (DC range: 14-23). The victim takes 3d4 points of fire damage but only half as much on a successful save.
Hidden Lodge Spirit Cost: 7 
Time Required:5 minutes Range:120 feet Duration:24 hours
The priest conjures a 25-foot square cottage made of stone that appears as a natural rock formation or similar natural terrain feature that blends in with its surroundings. A creature within 30 feet that explicitly investigates the area must make a successful Perception check (DC:16) to discover the hidden lodge; a passive Perception check would require a “natural 20” unless having true sight. The cottage contains a fireplace, bunks for up to eight people, and a wooden table and eight chairs. The doors are protected against intrusion by divine lock that will open by the priest’s touch, and the chimney has a narrow shaft with sturdy bars at the top. In addition, an invisible spirit provides service to the lodge’s occupants for the duration.
Hindsight [Material] Spirit Cost: 11 
Time Required:1 hour Range:Self Duration:Instantaneous
Ghostly images recreate the events of the past, centered on the spot where the priest calls the invocation. However, it requires a gem sacrifice of a diamond to appeal to the spirit to reveal the history. The amount of detail in the images depends on how much time desired to be seen and heard. When cast, the priest will choose one unit of time to view.
 • Days: The last 20 days can be viewed. The priest gains detailed knowledge of the conversations, people, and events.
 • Weeks: The caster sees a summary of the events of the past 20 weeks without hearing or seeing everything that happens, but the priest will understand the gist of conversations and events. THe more important people and events will be known in greater detail.
 • Years: The priest will see the noteworthy events of the past 20 years. Major participants and events, like executions, battles, and discoveries, will play out in greater detail.
 • Centuries: A general sense of the last 500 years in gained. Only see the most important events and most remarkable people are revealed.
Holy Storm  Spirit Cost: 4 
Time Required:1 action Range:60 feet Duration:Up to 3 rounds
THe priest selects a point within range, and a loud and blinding rain pours down in a 25-foot diameter by 40-foot high cylinder (37 hexes) centered on that point. The area becomes lightly obscured, making all range attacks into or out of the area penalized by -4 to hit. The rain automatically extinguishes unprotected flames and has a 50% chance of extinguishing protected flames such as lanterns. In addition, the rain causes d6 smiting damage to any undead creature that moves into or starts its turn within the area. The rain remains until the end of the third subsequent turn of the priest.
Horde of Healing Spirit Cost: 9 
Time Required:1 action Range:20 feet Duration:Permanent
The priest radiates healing energy which heals any injured ally within 20 feet of the priest’s location (62 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.
Howling Chain [Concentration] Spirit Cost: 8 
Time Required:1 action Range:80 feet Duration:Up to 3 rounds
A red chain of force wraps itself around a target within range selected by the priest. The target must make an Agility preservation save against DC (d8+14) plus priest’s Faith modifier (DC range: 18-27) to avoid being grappled by the chain. On a failed save, the target is grappled, but the chain also twists and writhes around the victim to have disadvantage on attack rolls and ability checks as well. The chain continues to manifest so long as the priest maintains concentration. Further, over the next three subsequent turns, the priest can use an action to have the chain perform a melee spell attack against the grappled target, as 2d20 die pool with Faith modifying and the chain weight counts as 2 points. On a hit, the damage is blunt. Moreover, on its turn, the victim can attempt to escape the grapple on a competition with the chain, which will consistently score of 8 on its competition roll. On a success, the target breaks free. If a target escapes before the spell ends, the chain can be maintained by continued concentration, allowing the priest to use an action to choose a new target within 30 feet from the previous one. Should the chains shift to a new target, it would need to make the Agility save as did the original victim. No victim can be selected twice in a single casting.
Hypnotic Evulsion [Concentration] Spirit Cost: 4 
Time Required:1 action Range:Touch Duration:Up to 1 minute
The priest softens the mind of a creature who is either drugged, drunken, unconscious, or sleeping. The victim must make a Will save against DC (d6+10) plus Faith modifier. If the victim is asleep or unconscious, then the save is at disadvantage. However, the caster will not know the results of the save until the end of his or her next turn. On a failed save, the creature begins to talk randomly. At the start of the creature’s turn each round, the GM will roll 1d4; on a roll of 1, the creature speaks a password, a word to activate an item, the name of a secret location, the direction toward a hideout, or other similar secret information pertinent to the conversation or topic the priest brings up. The creature can’t be forced to answer specific questions but the general topic will influence the type of secret that may be given up. On a successful save, the creature is no longer affected by this spell. If the creature is awakened or cured of its unconscious or intoxicated condition, the spell ends. Since this incantation requires concentration, any subsequent turns for the priest cannot involve additional casting. Further no reactions are permitted while concentrating.
Hypothermia  Spirit Cost: 5 
Time Required:1 action Range:50 feet Duration:Instantaneous
The priest selects a visible creature within range and evokes swirling cold mists around it; the creature must make a Resilience save against DC (2d4+10) plus the Faith bonus (DC range: 13-23). On a failed save, it takes 2d4 cold damage and suffers one level of exhaustion. On a successful save, the creature takes half the cold damage, and doesn’t suffer from exhaustion.
Icy Backlash  Spirit Cost: 3 
Time Required:1 reaction Range:5 feet Duration:Instantaneous
As part of the reaction to being hit by a melee attack with a reach of 5 feet or less, an icy flash vents back against the attacker for d4 points of cold damage.
Imbue Undead  Spirit Cost: 8 
Time Required:1 action Range:Touch Duration:Special
The priest grants an undead servant or undead ally the ability to cast an invocation from the priest’s granted list. The spell imbued must cost no more than 3 Spirit points, which are also consumed at the moment of casting. The undead creature touched gains the ability to cast that spell once before the next time finishing a long rest. When casting the power, any calculations required will use the attributes of the undead creature, even if that means the Faith modifier is zero for an applicable DC. Unless the undead creature is under the control of the priest, it cannot be forced to use the 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 Chaos  Spirit Cost: 3 
Time Required:1 action Range:Touch Duration:30 seconds
Like other incantations of chaos, at the GM’s discretion, lawful gods may not grant this spell. For those who do grant this incantation, it endows a single melee weapon with a rainbow shimmering glow that will deliver an additional point of damage upon a successful hit for each die pool delivered by that weapon. The type of damage, however, is random for each die pool and strike landed. 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 its wielder’s next three turns.
 d6Damage Type 
 1Poison 
 2Acid 
 3Fire 
 4Ice 
 5Lightning 
 6Necrotic 
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 its wielder’s next three turns.
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 its wielder’s next three turns.
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 its wielder’s next three turns.
Insect Plague  Spirit Cost: 9 
Time Required:1 action Range:90 feet Duration:Instantaneous
When the shaman utters the incantation, he or she calls forth a hundreds, if not thousands, of crawling and flying insects. This swarm fills an area 8 feet tall and occupies 9 hexes in whatever configuration the shaman chooses. It must begin as a mass (3 x 3), but the hexes can spread in different directions independently. Upon command from the caster, the swarm looms forward at 10 feet per round toward any prey the caster desires. The swarm inflicts 2d6 points of corrosive damage to anyone with whom they occupy the same space. After stinging, biting or by whatever method the insects deliver damage, some of the swarm dies. Each hex of the swarm supports up to 20 points of damage. If that hex delivers that or more, then all the insects of that hex have died away. If an occupants runs through the swarm, perhaps in an attempt to escape it, that victim will suffer 2d6 points of damage for each hex it encounters. The insects are non-magical creature but cannot be struck effectively by weaponry; however, a fireblast might be able to destroy the entire lot.
Instant Refuge [Material] Spirit Cost: 11 
Time Required:10 minutes Range:Self or Ally Duration:Up to one year
An elixir concocted of rare herbs, costing 1,000 bits is brewed and consumed by the recipient. As part of this ritual, the priest selects a location previously visited, which can be on any plane of existence. Additionally, the priest places up to six conditions that trigger the effect, such as falling unconscious, seeing a dragon, upon a command word, etc. Whenever one of the chosen conditions occurs, the recipient is instantly teleported to the location of choice. No creatures can be brought along, but everything carried on the creature’s person that is not considered a living being will be teleported with the target.
Instill Vulnerability  Spirit Cost: 8 
Time Required:1 action Range:40 feet Duration:Up to 3 rounds
The priest selects a foe who must make a Resilience save against DC (d8+14) plus the caster’s Faith bonus. If the target succeeds, the spell ends. However, upon a failed save, the priest selects a damage type (cold, edged, fire, necrotic, etc) and lowers that creature’s resistance against it until the end of the priest’s third subsequent turn, assuming concentration is maintained. If the creature were already vulnerable, then this invocation has no effect. If the creature had been immune, it becomes only resistant; if resistant, it is affected normally; and if normal, the creature becomes vulnerable to such an attack. As a final possibility, if the creature is healed by that specific damage type, that health absorption is lost but the immunity remains.
Intellectual Redoubt [Concentration] Spirit Cost: 4 
Time Required:1 action Range:10 feet Duration:Up to 10 minutes
This invocation requires continuous concentration to maintain the protection. For the duration, all beings within 10 feet from the caster (19 hexes), including the caster, gain a special protection for psychic damage. This does not prevent thought probing, telepathy or the like but it does offer the following benefits:
 • Whenever an attack that inflicts Mind damage requires a save, that save is rolled at advantage.
 • Whenever at attack that delivers Mind damage without a save, then the recipients are considered resistant to the attack.
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.
Intuition  Spirit Cost: 3 
Time Required:1 action Range:Self Duration:8 hours
This invocation allows for a sudden flash of future insight. Once during the duration, when the halfing priest must make feat for remembering lore, history, for investigating an area, making a Perception check or other feat the GM deems reasonable, if the die roll is disliked by the player, then this invocation allows that check to exist as if a “natural 20” had been rolled on the die. This should never apply to a “crit” circumstance. However, when doing so, the duration of the spell is over. Further this invocation ends early if cast again while active, or if the priest is rendered unconscious.
Iron Gut  Spirit Cost: 3 
Time Required:1 action Range:Touch Duration:4 hours
The recipient, which could be the priest, has advantage on all saves involving the ingestion of poison for four hours following the casting.
Know Magic [Concentration]  Spirit Cost: 9 
Time Required:2 minutes Range:10 feet Duration:Concentration, up to 10 minutes
Upon casting, the priest can identify the magic affecting all creatures and objects within range. For magic items or other magically-imbued objects, the priest learns the properties and how to use them, and how many charges they have (if any). The priest also learns whether any spells are affecting the item and what they are. If the item was created by a spell, the priest will know which spell created it. For creatures within range, the cleric becomes aware of what magic, if any, are currently affecting them. While analyzing things, it requires complete attention, during which no other actions, reactions or castings can occur. Additionally, it requires 2d4 rounds (20 to 80 seconds) per item or creature to gain the information.
Know Other   Spirit Cost: 2 
Time Required:1 action Range:40 feet Duration:Instantaneous
The priest chooses one creature that can be seen and is within range. It must make a Will save against DC (d4+8) plus Faith bonus. If the victim fails the save, the priest instantly learns one of the following determined by the GM:
 • One damage type the creature has resistance to
 • One damage type the creature is vulnerable to
 • One special condition about the creature
Knurl  Spirit Cost: 6 
Time Required:1 action Range:30 feet Duration:15 minutes
This curse is cast upon one creature, who is permitted a Resilience save against DC (d6+12) plus Faith modifier (DC range: 15 to 25) to avoid. If the victim fails the save, the invocation transforms a creature’s arm into a tree branch of the same thickness, covered with bark and twigs. The new limb possesses neither elbow nor wrist joints -- not even a hand. The “arm” remains attached to the shoulder. The victim can use it as a club for fighting or as a savage form attack; however, it cannot manipulate tools, weapons, or spell components. The caster chooses which of the recipient’s arms to affect. A character could use multiple knurl spells to transform both arms of a humanoid. The arm is treated for all purposes as a tree branch, becoming subject to fire, wood-altering spells, and tree diseases. A successful disrupt magicwill end the knurl effect.
Lacuna  Spirit Cost: 2 
Time Required:1 action Range:20 feet Duration:Instantaneous
The priest causes a burst of spiritual energy to strike one target within range who is concentrating on a spell or item-use. The victim must make a Muse preservation save (DC:14) or have its concentration broken.
Land Lair [Concentration] Spirit Cost: 5 
Time Required:1 action Range:10 feet Duration:Up to 10 minutes
The priest and all allies within range (19 hexes) are magically dragged into the earth and deposited in a chamber just big enough to hold everyone. Everyone can breathe and the ceiling of the chamber is translucent to tell if there is movement above, but the numbers or types of beings are indistinguishable. The area will not detect as magical, making it difficult to detect the chamber. Movement inside the chamber is very limited and spell-casting is limited to those without material or gestured requirements. When the invocation ends or the priest’s concentration is broken, all the occupants return to the the surface.
Larvated Tone  Spirit Cost: 4 
Time Required:1 action Range:Touch Duration:1 hour
The priest and up to four beings capable of speech who are touching each other when the invocation is cast instantly develop a secret language only they can speak and understand, which is unintelligible to all others. Neither discern languages nor tongues can decipher the language.
Lasting Breath [Concentration] Spirit Cost: 11 
Time Required:1 action Range:Special Duration:Up to 3 rounds
The priest unleashes a breath weapon, a 60° cone, extending 30 feet (26 hexes), which then hangs in place. The damage type depends on the province of the priest: earth inflicts acid; sun inflicts fire; nature inflicts poison; sea inflicts cold; and sky inflicts lightning. Any creatures in that area must perform an Agility preservation save against DC (d6+20) plus the Faith bonus (DC range: 25-31). Failure inflicts 4d4 points of Body damage. Those making a successful save suffer only half. The priest may choose to concentrate through the end of his or her third subsequent turn. If doing so, the cone lingers but is secretly hidden from view. Anyone attempting to pass through the area is permitted a Perception check (DC:14) to be aware of its presence to avoid it. However, if entering the area or ending one’s movement there, that creature must make an identical save and suffer the save potential damage.
Leaf Into Dagger [Concentration] Spirit Cost: 2 
Time Required:1 action Range:Touch Duration:Up to 3 rounds
This invocation turns one leaf into a dagger which can only be used by the priest. The dagger counts as a magic weapon for overcoming damage resistance but offers no additional bonuses to hit or damage. In all other ways, it acts as a normal dagger. It requires concentration to maintain the dagger’s form; therefore, no reactions can be made nor can any new spell-casting be performed. Combat with the dagger will be at disadvantage. However, this is a great method to smuggle a weapon into restricted areas.
Lesser Acupressure  Spirit Cost: 3 
Time Required:1 minute Range:Touch Duration:Instantaneous
When expending the time and Spirit points for this procedure, it helps to prepare the body to purge negative energies. This will revive a creature who is unconscious, either by restriction or Body score. This does not affect health but merely causes the recipient to awaken. If the unconscious state was due to Body score, then the injured character suffers the combined restrictions of being both restrained and stunned. However, pointing, gesturing, one-to-two-word responses for communication becomes possible. See Death Saves for further details. Once this has been used, it cannot grant further enhanced healing to that recipient until 24 hours pass. Obviously, this invocation will have no effect on constructs or undead.
Life Bolt  Spirit Cost: 5 
Time Required:1 action Range:50 feet Duration:Instantaneous
The priest uses his or her own life energy to release energy that sears the walking dead. The priest sacrifices up to 1 Body per 3 complete points of Faith. The total number of Body points forfeited equal the number of dice allowed to be used against the single selected undead creature within range. This sacrificial damage cannot be reduced or avoided in any way. However, this inflicts damage to the undead as if being turned, equal to a d8 per die.
Life’s Grace  Spirit Cost: 6 
Time Required:1 action Range:Touch Duration:3 rounds
The priest touches a willing recipient. Until the end of the target’s third following round, the creature has a ward it against death magic for a time, gaining resistance to necrotic damage and advantage on saving throws against effects that would reduce its Body-point maximum (such as life-drain from a vampire) or anything that would cause instant-death without dealing damage. In addition, when the subject would fail a save any undead creature forces it to make, it can choose to succeed instead; however, executing this option ends the ward.
Lifesilt  Spirit Cost: 4 
Time Required:5 minutes Range:Up to 10ft x 10ft x 10ft Duration:Permanent
This power is more on the investigative nature. It finds and records lifesilt, which is the residue from a lifesong. Lifesilt can be found in body fluid or hair, when a creature handled an object, and even in trace energy patterns from spell-casting. When examining an area or object, the priest will record the series of symbols on a scroll or papyrus. These symbols could be compared at a later date against a priest using hearken lifesong The chance of success depends on what is being inspected. The priest will choose to inspect, he or she will roll a Faith check (d20 plus modifier) against the DC of the circumstance based on the area or object.
 Object or AreaDC 
 Blood10 
 Hair12 
 Primary Weapon13 
 Object Touched15 
 Area Where Magic Cast16 
 Area Where Subject Stood20 
If the check to read and document the lifesilt fails initially, additional attempts on the same object will automatically fail. However, it there are more than one creature’s lifesilt in the area, then it would require the check to exceed the DC by 2 points to know. Then additional castings would be needed to identify and document those separately.
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 points 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.
Lizard Wrath  Spirit Cost: 2 
Time Required:1 action Range:Touch Duration:1 round per Faith
This invocation empowers an ally with unnatural aggressiveness. However, upon the initial touch, it drains the ally by 1 Body point to transfer into an influence of +2 to-hit bonus and the effect that all light-weight weapons act as medium-weight ones. The spell ends based on the end of the priest’s turn, not the ally’s sequence. Thus, the number of attacking rounds under the influence may not equal the priest’s Faith score.
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.
Locus  Spirit Cost: 4 
Time Required:1 action Range:Special Duration:Instantaneous
By use of this power, the priest names a being personally known. At that moment, the priest is aware of the direction that creature, although distance is unknown from the divination of this incantation. Further, the caster gets a sense of the target’s physical and emotional wellbeing (whether it is injured, sleepy, hungry, etc.). If the target is on a different plane, the spell fails. If the target is unwilling to be located, it can make a secret Will preservation save (DC:16) to avoid detection.
Invocations (M-R)
Magic Creeper 
[Concentration]
Spirit Cost: 2 
Time Required:1 action Range:Touch Duration:6 rounds
This spell allows the shaman to temporarily animate up to 20 feet of a single natural vegetable vine or creeper. The caster can then command the affected vine to knot or unknot itself, move along most normal surfaces (including up walls and along ceilings) at a movement rate of 10 feet. It could also be commanded to attack enemies. The vine can be left attached to its parent growth, or a suitable length can be cut before the spell is cast. To make the vine perform any of these actions, the shaman must use concentration, meaning no other spells can be cast nor can reactions be used. Any knots or mappings remain in place after the spell ends. The vine attacks with the shaman’s attributes to perform a grappling attack; it has an Armor Class of 14. At the start of each of the shaman’s subsequent turns, if the vine has wrapped around a subject, it will inflicts d2 points of edged damage, cutting into the victim. After suffering damage, the victim can make an Agility save against DC (d4+8) plus Faith modifier (DC range: 9-17) to free oneself without action. The first missed save restricts the subjects movement to 20 feet. The second missed save places the victim under the restrained restriction. A single blow from an edged or cleaving weapon that inflicts 3 or more points of damage severs it. Otherwise, it can withstand of 6 total points of damage from edged weapons or damage-producing magic in smaller intervals. The spell ends when the duration expires, when the vine is severed or when it suffers 6 or more points.
Maggots  Spirit Cost: 5 
Time Required:1 reaction Range:Touch Duration:Instantaneous
By using a touch-based attack, if the required contact is successful, then a reaction is used to form maggots that writhe over the enemy’s skin and deliver 1d4 points of necrotic damage. In addition, the victim must roll a Will save against (2d4+10) plus Faith bonus. If the save fails, then the target is under the frightened restriction until the end of its third subsequent turn. However, at the end of each of those interim turns, the victim may roll the Will save again against the original DC to release itself from the fear.
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.
Misstep  Spirit Cost: 3 
Time Required:1 reaction Range:30 feet Duration:2 rounds
This invocation can be cast as a reaction whenever the target is moving, has covered 20 feet and is within range of the spell. At the 20-foot mark of movement by the intended victim, the priest points at the target and forces a Will preservation save against DC (d6+8) plus Faith modifier. If failing the save, the victim's total movement becomes half of its base for the round. If becoming negative, then movement for its turn expires. Additionally, the half movement value may stay in effect on its next turn, if the target fails a second Will save against the original DC. The movement is not limited to walking, as this brief curse can slow flight, swimming, climbing, brachiation or virtually any movement.
Mold Touch  Spirit Cost: 6 
Time Required:1 action Range:Touch Duration:Special
This spell empowers the casting priest to transmute a leaf into brown mold spores without suffering personal harm. The first creature touched by the caster within six rounds of the casting is infected by brown mold. This may be causal contact in certain social contexts or in combat. Either way a successful attack roll is used to touch an opponent and ensure the transfer. If causal touch or used against one who is unaware or immobilized, the roll is still required but it would not be perceived as an act of aggression. If the caster cannot touch any creature, the mold spores vanish at the end of six rounds. The mold spores created by this invocation cannot live on plant or inorganic material. The caster can infect only one creature. In the event of an accident, this could still transfer to a friend or ally. A mold touch spell inflicts delayed necrotic damage upon the target creature after roughly 10 seconds. This translates to 4d4 points of damage suffered at the end of the target’s next turn in combat. The victim is permitted a Resilience save (DC:13) to suffer only half damage. Brown mold spreads from the contact point rapidly, growing by absorbing body beat. In the process, it chills the subject. More frightening is this acts as a life-draining attack, causing the target’s hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. At the end of the next turn of the victim, the mold inflicts d4 more points of necrotic damage with the option to save for half on each damage suffering. If the save is successful, the victim has shed all the remaining spores and no longer incurs damage. However, if failing, then the process continues at the end of each subsequent turn until a successful save is made. Brown mold created by this spell is of limited duration, and a subject cannot infect other creatures even if intending to do so. Magical cold harms mold created by this spell in the usual manner, but also affects the creature on which the mold is growing.
Momentary Mind Bastion  Spirit Cost: 3 
Time Required:1 reaction Range:10 feet Duration:1 round
In response to a psychic probe or attack, the priest creates a momentary barrier to protect the minds in the immediate area. The priest can select a number of creatures within range of this spell up to his or her Faith score; the priest counts as one of those numbers. Until the start of the cleric’s next turn, those selected have advantage on any Mind saves (including against the triggering effect).
Music of the Spheres  Spirit Cost: 3 
Time Required:1 action Range:30 feet Duration:15 rounds
With this invocation, the priest creates tones and harmonies of such unearthly beauty and complexity that they entrance the listener, making it difficult for the listener to attack or otherwise harm the priest. To avoid the effect, the listener receives a Will preservation save against DC (d6+8) including the priest’s Faith bonus (range: 9-19). Failure means that the listener is entranced and is unable to attack the priest for the duration of the spell. In addition, the music makes the subject gullible and more susceptible to charm magics such as charm, advice and similar spells. While the music spell is in effect, the subject saves against charm spells with a -3 penalty. This spell does not protect other characters in company with the priest; listeners who have fallen prey to the music are free to attack anyone else. The spell effect ends instantly if the priest takes any hostile action against a creature under the influence of the spell.
Music of the spheres can affect a varying number of creatures based on the Faith score of the priest.
 FaithAffected
2-31 creature
4-62 creatures
7-93 creatures
10+4 creatures
Subjects must be within a 10-foot-radius at each other. Potential subjects must have a Muse score of at least 1 and must be able to hear the music (that is, they cannot be deaf and there can be nothing obstructing their ears). This also means that the level of background noise must he low enough for the music to be audible. The music is the same volume as an average human’s normal speaking voice. If the potential subject could not hear speech at the appropriate range under prevailing conditions, the spell cannot affect that subject. The spell would be virtually useless in the midst of a full-scale battle or during a hurricane. The material component comprises a set of three small bows made from fine silver, costing 50, 200 and 450 bits consecutively. The lengths of the bows are 3 inches, 12 inches and 27 inches, a 1:4:9 ratio. The priest strokes these bows together in an intricate sequence while casting the spell. The bows are not consumed in the casting and thus re-usable
Mute  Spirit Cost: 3 
Time Required:1 reaction Range:30 feet Duration:Up to 12 rounds
The priest must see the target creature within range and will curse the creature to be unable to speak. It must make a Will save against DC (d6+8) plus the priest’s Faith bonus (DC range: 9-19). If failing, the victim cannot speak for the duration, nor can it cast spells with verbal components. An affected creature is permitted to attempt a new preservation save at the end of each of its turns to force the curse away and be able to speak again. Creatures that cannot be charmed are immune to this spell.
Native Port  Spirit Cost: 3 
Time Required:1 action Range:Special Duration:1 month
When the priest casts this spell he or she chooses the location of home. If not having a home, the priest selects a location with emotional weight that would be considered the closest thing. For the next 28 days, the caster knows the approximate distance and direction to that location. However, this location must be on the same plane of existence or the spell ceases to function.
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.
Necrozone  Spirit Cost: 3 
Time Required:1 action Range:60 feet Duration:3 rounds
The priest summons an ashen glow that hovers over an enemy. That enemy must make a Will preservation save. If the target fails, then any wounds taken while in the glow deals an additional point of necrotic damage per die pool that hits. This extra necrotic damage cannot be healed naturally or by a treat body damage invocation of the mild or moderate versions until the enemy has completed a long rest, after which they can heal normally.
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 (d6+12) plus Faith modifier (DC range: 15 to 25) 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.
Obsessions  Spirit Cost: 5 
Time Required:1 action Range:20 feet Duration:Special
This curse is placed about a target that can be seen and is within range. The potential victim must make a Will save against DC (2d4+10) plus the caster’s Faith bonus (DC range 13-23). If succeeding, the attempt results with no effect; however, it the target fails the save, then it gains a minor obsessive compulsive disorder. This would manifest in something like demanding that clothes are clean and wrinkle free at all times, even if changing several times per day is required. If the clothes became soiled, they would need to be burned. Any other similar obsession could be selected by the GM. However, from gameplay, the effect is that the inflicted person would lose an hour of effective activity time each day to manage the uncontrollable compulsive behaviors. This quirk would continue until the victim made a successful save against the original DC when waking for each subsequent day. While unlikely, should the victim fail the daily save for a month, the GM might rule that it becomes permanent.
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.
Pair to Other  Spirit Cost: 7 
Time Required:1 reaction Range:Touch Duration:Special
When the priests uses his or her action to cast an invocation that has a range of “self,” then the caster can immediately use a reaction to cast this spell and touch one creature. That creature is affected by that spell instead of the priest, as if it were the source of the spell. The cleric is still the caster of the spell, and if it requires concentration or other special conditions, the those must be met and maintained by the priest. If the creature does not want the receive the bestowing, it can make a Will preservation save against DC (d6+14) plus the caster’s Faith modifier (DC range: 15-25).
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.
Polymorph Plant  Spirit Cost: 5 
Time Required:1 action Range:Touch Duration:Permanent
This invocation enables the shaman to transform any single plant, including fungus and mold, into any other type of plant of choice. The change is permanent. The changed plant has the physical appearance of the new form, but may not have all its associated properties. If edible, the new form tastes bland, like cotton. If it is used as a magical component, there is only 50% chance of success on the spell. If used for alchemy or some sort of medicinal means, there is only a 50% chance of having the beneficial properties. Only living plants can be polymorphed. This power will not work on a fallen leaf, nut or picked fruit. The size of the plant is not a factor, as a blade of grass can be transformed into a towering oak tree and vice versa. Further, the new form does not have to be indigenous to the region, although the weather might impact its survival. Neither the original or transformed versions can be an intelligent or plantlike creature. Magical and abnormal plants are not allowed; thus, a mushroom can be turned to a cornstalk, but not a 50-ft tall cornstalk or a cornstalk that produces apples rather than corn.
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 Insects 
[Concentration]
Spirit Cost: 4 
Time Required:1 action Range:5-ft radius Duration:Up to 1 minute per Faith
This spell prevents bodily contact between the shaman, and normal insects. This protection extends to adjacent hexes. It completely hedges out swarming attacks of common insects, such as insect plague. Attacks by giant-sized insects attack at disadvantage. Also, saves for the protected creature against effects from giant-sized attacks receive a +3 bonus. The spell does not affect monsters and insects of a magic nature.
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.
Protection from Serpents  Spirit Cost: 2 
Time Required:10 minutes Range:Touch Duration:Up to 24 hours
This incantation protects the recipient from normal serpents. Nonmagical and unintelligent snakes simply ignore the creature's presence. Giant, magical, or intelligent snakes, and snakelike beings such as nagas, can still attack, but at disadvantage. The protected creature has a +1 save bonus against injected poisons for the spell’s duration, even if it is not from a viper or snake-like creature. The material component is ash from a fire in which a snake has been cremated. Relatively large amounts of the ash are required, because, as the spell is cast, the shaman smears the ash over the recipient’s body. The spell ends if the ash is washed off, or after 24 hours in any case. If the ash is removed from a part of the subject, the exposed portion is again vulnerable to snake bites; however, the change of striking that specific spot will be determined by the GM.
Quell Fire  Spirit Cost: 5 
Time Required:1 action Range:100 feet Duration:3 rounds
The priest selects a point within range. No fire can burn within 40 feet of that point. Any fire currently in that area is immediately extinguished. Not even dragon’s breath nor magical fire can burn within 40 feet of that point. Any fire elemental-based creatures in that area will suffer d4 points of cold damage and be pushed to the nearest unoccupied space outside the radius.
Radiance  Spirit Cost: 4 
Time Required:1 action Range:Self Duration:5 rounds
With this invocation, the priest is able to create a ward against death magic for himself or herself with a slight glow that produces dim light out to 15 feet. Until the end of the fifth subsequent turn, the priest is resistant to necrotic damage.
Radiant Halo  Spirit Cost: 5 
Time Required:1 action Range:Self (10 feet) Duration:1 round
The priest draws forth a small spark of the primal flame that smolders beneath the earth, allowing energy to shine in a purifying halo. The priest and each ally in a 10-foot radius (19 hexes) gain resistance to fire damage until the end of the priest’s next turn. The first time each subject of this spell is inflicted by melee damage within a 5-ft reach before the end of the priest’s next turn, then the attacking creature suffers 1d4 points of fire damage.
Rage  Spirit Cost: 7 
Time Required:1 action Range:Touch Duration:1 minute per Faith
Casting this spell invokes a battle fervor that temporarily raises Strength, combat abilities, and Body points to a single creature. The affected individual’s Strength score is raised 2 points up to a score of 8 maximum. This will raise the Body score accordingly as well as an additional 4 temporary points on top, which disappear when the spell expires if they were not damaged. Further, the affected creature makes all melee attacks at advantage. Moreover, initiative is increased by +1 and a +2 bonus is granted to saves while the spell is in effect. However, enraged creatures are so intent on combat that they cannot cast spells. After the spell elapses, the formerly enraged creature is exhausted, requiring a short rest, which will not restore any points before engaging in combat or other stressful activities again.
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.
Rapport  Spirit Cost: 3 
Time Required:1 action Range:Touch Duration:1 hour
The priest chooses a willing target within range. For the duration, the priest and the target each know the exact direction and distance from each other. The invocation will continue to function if the priest or the target dies. If either travels to a different plane or enters an area where magic does not function (such as an antimagic field), the spell is temporarily interrupted.
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-attribute 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.
Recruit Medic  Spirit Cost: 2 
Time Required:1 action Range:Touch Duration:3 rounds
With this invocation, the priest recruits a healing assistant and enables the recipient, who must be capable of speech, to be empowered with a special version of laying on hands. After completing the spell, the recipient can use its next three turns can perform a the divine skill, having other targets make two special Resilience saves to be healed. See the details in the Divine Skills section. However, there is no short-rest requirement until after this special endowment ends. However, once the invocation is complete, the empowered recipient cannot perform laying on hands again from either its own skills or this spell until after a short rest.
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; attribute 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).
Reincarnation  Spirit Cost: 11 
Time Required:30 minutes Range:Touch Duration:Instantaneous
This invocation enhances the normal afterlife process of the Lacerta religion with more immediate results, allowing the priest can bring back a dead person in another body if death occurred no more than one week before the casting. Reincarnation does not require any special rolls for success. The corpse is touched, and a new incarnation of the person appears in the area in d6 turns. The person reincarnated recalls the majority of his former life and form, but the skill of the new incarnation might be very different indeed. The new incarnation is determined on the following table or by GM choice. If a player character race is indicated, a new character must be created. At the GMs option, certain special (expensive) incenses can be used that may increase the chance for a character to return as a specific race or species. If an unusual creature form is indicated, the GM might use the guidelines for new player character races to allow the character to earn skills, although this may not be the same ones as before. If the reincarnated character returns as a character capable of having skills, the reincarnated character will have half the previous karma value for gathering skills and attributes. A character returning as a an animal or other creature will have the ability to speak, but only the abilities of the incarnated creature.
RollIncarnationHas SkillsRollIncarnationHas Skills
01-04AlseidYes55JaguarundiNo
05-08BatfolkYes56-59JzakaYes
09BearNo60-72LizardfolkYes
10-13BearfolkYes73LlamaNo
14BoarNo74-75MantiNo
15-16BugbearYes76-77MonkeyNo
17-19CentaurYes78-79OctokinYes
20-21DryadNo80-82Ogre No
22-25DwarfYes83-85OrcYes
26Eagle No86OroqYes
27-30Elf Yes87OspriderNo
31Giant SpiderNo88Owl No
32-35Gnome Yes89Pixie No
36-37Goblin DogNo90PythonNo
38-41GryfYes91-93Satyr Yes
43-44HaunNo94-95Terrac Riding GoatNo
45-48HalflingYes96-97Timber ElkNo
49HawkNo98-99WolfNo
50Horse No00GM ChoiceMaybe
51-54Human Yes
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.
Remote Listening 
[Concentration]
Spirit Cost: 2 
Time Required:1 action Range:90 feet Duration:30 seconds
For a short moment, the priest can center an invisible sensor anywhere in range that can been seen. Until the end of the third subsequent turn, the priest can hear as if he or she were at that point instead of where he or she actually stands. This requires concentration.
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 Breath  Spirit Cost: 5 
Time Required:1 action Range:30 feet Duration:Instantaneous
If a being within range is suffering from asphyxiation, then this invocation will increase a creatures total number of rounds to suffer asphyxiation by two. For example, a creature with a current Body score of 16 can survive four rounds of gulping and gasping unbreathable atmosphere. However, by assistance of this divine power, the total rounds is extended to six rounds. This effect cannot be used cumulatively upon the same target until the recipient has respired breathable air for one full round, from end of turn to end of subsequent turn. Further, this incantation cannot be be place prior to the recipient being under the asphyxiating restriction. From a roleplaying aspect, this power unfortunately does not alleviate any of the pain or offer any healing associated with the choking effect.
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.
Repeat Action Spirit Cost: 8 
Time Required:1 action Range:60 feet Duration:Special
This invocation compets its target to repeat the previous action. The result of the repetition is always identical to the original result within a few restrictions. For example, if an individual fired an arrow and inflicted 4 points of damage, a repeat action casting would cause the target to fire a second arrow that also inflicts 4 points of damage. This requires the same target of the original arrow-shot to be fired upon again, assuming it is still within range. If the target of the second arrow-shot moves out of range, is under any cover better than the first shot, or is out of sight, the target of the repeat action would fire an unsuccessful arrow in that general direction. If repeat action is used on an enemy to repeat a failed action (an unwilling subject) or if the ally does not want to take the same action, then that target is allowed a Will preservation save against a DC (d8+14) plus Faith modifier (range: 18-27). The subject of a repeat action must be capable of performing the indicated action a second time or the spell fails. An archer who has no arrows can't fire a second shot. A sorcerer allowed to repeat a spell, would attempt this if having remaining Mind points with any material components still available; however, the sorcerer would not desire recast the spell despite having enough points would be considered an unwilling subject.
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.
Return to Earth  Spirit Cost: 6 
Time Required:1 action Range:30 feet Duration:6 rounds
Granted only by Egasski, this incantation turns the physical bodies of undead creatures within 30 feet of the caster into sand. The affected undead must actually have physical forms; for example, wraiths and shadows are not subject to this spell. Undead with 15 or more maximum Body points are allowed a Resilience preservation save (DC:13), but zombies, skeletons and similar animated undead are not. The magic will strike up to four creatures affecting the weakest, then the closest, that are within range. Once cast, bits of the undead creatures begin to crumbIe and fall to the ground, completely destroying them by the end of the priest’s subsequent turn. As they deteriorate, affected undead creatures suffer all actions as if being at disadvantage.
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+8) plus Faith modifier (DC range: 9-19). 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.
Revive  Spirit Cost: 4 
Time Required:1 action Range:Touch Duration:Instantaneous
Similar to refresh, this invocation grants energy as if just having slept eight hours, but further by the priest’s touch, the recipient also has one degree of exhaustion removed. In addition, this will advance the next long rest, granting all the attribute-point recover associated with it. However, the long-rest enhancement cannot be gained if a long rest has recently occurred in the last four hours, and additionally, the recipient’s next long rest will grant no restoration for attributes or exhaustion.
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 [Concentration]  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)
Sail  Spirit Cost: 2 
Time Required:1 action Range:Self Duration:1 round
The priest gains the ability to walk on air for a brief moment. The priest gains a flying speed equal to the normal walking speed until the end of his or her next turn, at which point the spell ends. If the priest is still aloft, he or she will fall unless you can stop the fall by some other means.
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.
Sand Warriors  Spirit Cost: 6 
Time Required:1 action Range:30 feet Duration:6 rounds
The priest can summon d4 warriors from beneath the sand to fight for him or her. The warriors are completely loyal and cannot be controlled or stolen, although they can be banished by a successful disrupt magic or similar means. They are constructs, having Armor Class of 15, with 16 Body points, and wield terrible swords that strike as 2d20 attacks. Unlike most constructs, sand warriors are fast, having a movement rate of 60 feet. They are resistant to fire and lightning. However, sand warriors take double damage from water-based or cold-based attacks. To use this spell, a cup of water is poured onto the sand where the warriors are to rise.
Sandstorm 
[Concentration]
Spirit Cost: 9 
Time Required:30 seconds Range:Special Duration:Up to 12 rounds
This invocation conjures a very large dust devil: one that can engage and harm a number of targets at once. The storm is a “natural condition” that cannot be attacked any more so that fighting the wind. The sandstorm is a large whirlwind of dust and sand twelve feet tall that covers an area of 25 feet in diameter (37 hexes). At the start of each of the priest’s subsequent turns, the storm can move up to 30 feet. Any creature starting its turn or passing through it becomes subject to a 4d20 (+9) attack that inflicts 1 point per successful hit-die plus an additional d6 points of damage, all of which considered edged damage. Additionally, the creature must roll a Perception perseverance save (DC:15) or be blinded while in the storm and d4 rounds after emerging from it. Further, the winds of the storm put out normal fires. Also, exposed items must roll survival chances or be destroyed. The storm can hold a gas cloud or a creature in gaseous form at bay or push it away from the caster. The cloud obscures vision similar to downpour, making all range attacks into or out of the area penalized by -4 to hit. Spell-casting within the storm is not possible and any casting interrupted by the storm is ruined. However, the invocation requires concentration, meaning the priest cannot cast other spell and is not permitted reactions.
Sculpt [Concentration]  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 are simply not possible. The amount of stone altered is 5 cubic feet per point of Faith, but no dimension can be greater than 5 feet; thus, with a score of 3, a 3x5 wall 1-foot deep could be created. A standard door could be effectively blocked from passage with the change of 10 cubic feet from a stone floor. For the completion of the transformation, spell concentration is required, meaning no reactions or new spells are permitted. The rate of shaping is one cubic foot per round.
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 modifier (DC range: 12-21). 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 [Concentration]  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.
Shrine for the Undead  Spirit Cost: 4 
Time Required:1 action Range:60 feet Duration:24 hours
The priest creates a 20-foot diameter sphere filled with the dingy hue of negative energy. It detects as magic, but is also noticeable on a Perception check (DC:18). Any undead in this area have advantage on their saves. If the area includes an altar to the granting deity or the recent desecration of an enemy deity’s icons, then any undead in the area also gain resistance to nonmagical bludgeoning, piercing, and slashing damage.
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.
Singing Stone  Spirit Cost: 6 
Time Required:Up to 20 seconds Range:Touch Duration:Permanent
This results in a similar but more power version of glamour mouth. It traps a short tune, up to 20 seconds of sound or 40 words. Whenever the stone is either tapped or entirely immersed in water, it emits the tune or message, repeating it at 10-minute intervals if the immersion continues. Any solid stone no larger than the caster's fist will serve, and the music can consist only of sounds the caster can make himself (in other words, singing, playing an instrument, and thumping out a rhythm simultaneously as about as complex as the captured sound can be. The “tune” need not involve vocal sounds; it may be a message spoken or chanted rather than sung. In any case, pitch, timbre, tone and inflections of the voice and instruments are precisely duplicated, and listeners could mistake the sounds of a singing stone for a particular person's actual voice. This spell has been used to prepare traps, leave behind wills or dying messages, and to preserve the best work of the bards. The maker of the sound to be captured must be the caster. There is no known way to use this spell to capture the words or song of another being. The invocation does not pick up the words of others or background noise, even if such things were present as the spell was cast, but it does preserve throat-clearings, mistakes, and other noises -- such as the caster of something dropped by the caster, even sounds that the caster may not want preserved. The sound is preserved at the volume level reaching the stone. Loud shouting or music is recorded as loud. The spell range refers to the fact that the stone must be touched. The caster can, if desired, move way from the stone to achieve an echoing effect or a distant sound and can even choose to move continuously toward, away from, or around the stone while recording. The recorded sound will reflect this.
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.
Slow Wound  Spirit Cost: 5 
Time Required:1 reaction Range:Self Duration:1 round
In response to suffering physical damage, this invocation can be triggered by using an available reaction. It can be chosen after knowing the amount of damage to suffer. It alters the speed of the inflicting damage to spread over time. This effectively buffers the intensity of the original wound. Visibly the wound develops slower than normal. If a laceration were inflicted, the skin breaking and blood spilling would appear as if in slow motion. From a game perspective, half of the damage is received instantly (round down); however, the initial slowing reaction lessens the damage by a d4. The remaining amount will occur at the end of the priest’ next turn. Thus, if 10 points are inflicted, (5-d4) points are suffered instantly, then the remaining 5 later. If the d4 buffer reduces the damage to zero or below, then no damage is inflicted for the first part. If using healing in the interim, only existing damage can be restored, and the second part of the damage will still manifest at the end of the turn.
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+8) plus the priest’s Faith modifier (DC range: 9-19). 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.
Snow Shape [Concentration]  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.
Sorcery Bane   Spirit Cost: 2 
Time Required:1 action Range:30 feet Duration:1 round
Psychic energy surrounds the selected target within range. The creature’s next melee attack that hits before the end of its next turn inflicts an additional d4 Mind damage. If a melee attack is not used or the attack misses, the invocation terminates.
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.
Sorcery Curse  Spirit Cost: 5 
Time Required:1 action Range:30 feet Duration:Up to 1 minute
An invisible ray shoots from the hand of the priest toward a target within range, which makes a d20 attack against its armor class. If the priest has ranged fighting, then any Agility bonus can be added to the to-hit value. If the caster further has a hurling skill, then the total Agility score is added in lieu of the bonus. If successfully striking, no damage is inflicted; however, the target cannot cast axioms or even cantrips; however, incantations are possible. Further, the victim cannot be targeted by other spells for the duration. Also, any sorcery effect on the target is suppressed for the duration, though it is not dispelled, and resumes when the curse expires. At the end of each of the target’s turns, it is permitted a Logic preservation save (DC:18). If successful, then the curse is lifted. Finally, if a magic item created through sorcery artificing is targeted by the ray, its magical properties are suppressed for the duration. Magic items on the target’s person and enveloped by its lifesong, will also cease to function. This includes weapons made of enchanted materials, which will act as a steel weapon when under the blocking effects of the sorcery curse. This includes the ”silver” or magical properties to overcome a creature that is only harmed by non-magical weapons.
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) or fail a Judgment save (DC:12).
Speak with Water  Spirit Cost: 2 
Time Required:1 action Range:Touch Duration:1 minute
Water, or the spirit sthat dwells within it, can speak to casters of this spell; this includes swamp water. It will know such things as what creatures drank from it last or traversed through it. It will also know what the creatures looked like, where a particular fish is, or if a specific item lies at the bottom. It has no concept of names or time, and generally only remembers natural events that have occurred in the past week. This is a good way of finding out how long a given water supply will last, or if it has been poisoned or enchanted. The shaman must be able to see the water to speak with it.
Sphere of Life   Spirit Cost: 4 
Time Required:1 minute Range:Self Duration:24 hours
This spell enables a number of creatures to survive in arid, inhospitable terrain. Those within a 25-foot diameter sphere, centered on and moving with the caster, need only half their water requirements per day, and regain 1 extra Body point every long rest. Occupants of the sphere can briefly step outside of the area, but so long as most of the time is spent inside the sphere, then its effects will protect those within. The spell does not help the caster in any way, in fact, the caster requires twice the normal amount of water. The priest transfers his own bodily water to those within the circle of life, requiring his or her own water to be replenished more often. Eggaski only grants this invocation.
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; however, the priest can only use this sense up to 60 feet. 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 [Concentration]  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 attribute 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 Birds  Spirit Cost: 3 
Time Required:5 minutes Range:40 feet Duration:Instantaneous
When cast, this spell causes 2d4 birds to momentarily turn to stone and fall upon victims. Due to the nature of this invocation, it cannot be birthed indoors or underground. The birds are partly under the control of the caster but lose their ability to fly or remain perched; and as such, the priest can direct them to fall into certain locations. The priest selects up to an equal number of hexes within range to guide the stone birds’ dive-bombing fall. It is possible for the same hex to be selected three times, meaning up to three birds “attack” that space. Each stone bird is treated as a medium-weight weapon with a 2d20 attack. No Strength bonus is figured for the strike, making the blunt damage between 2 and 3 points. If a bird strikes an opponent, it too will suffer a like amount of damage, likely killing it. If it misses, the birds strikes the ground and inflict 1 point to itself. After striking a target, the bird will revert back to a non-stone form. If the birds survive, it is possible they might be impaired permanently.
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 of Sharpening  Spirit Cost: 6 
Time Required:5 minutes Range:Touch Duration:Special
Any sword or other edged weapon, including cleavers, struck against this temporarily enchanted rock has its edge perfectly sharpened. This means the first attack with the weapon gains a +3 to-hit bonus and increases its weapon weight to 2 points if successfully striking. Its next attack will gain +2 to hit and act as a 1-point weapon of weight should the weapon be light. The third and final attack will gain +1 to hit, at which point the enchantment for that weapon ends. If the weapon has properties that are equal or better than these enhancements, these bonuses will not combine but rather the better of effects must be used. The stone can enchant as many weapons for every 2 points of Faith possessed by the caster. To cast this invocation, the caster wraps cloth around a stone, no larger than 2 feet in diameter, and socks it in a pint of fish oil or whale fat. Next the cloth is set on fire until it disintegrates. The stone can then be used to sharpen and enchant weapons for the next ten minutes up to the maximum number of weapons allowed.
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+10) plus Faith modifier (DC range: 12-21). 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, suffering from the asphyxiating restriction. 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.
Summon Spectral Death  Spirit Cost: 8 
Time Required:1 action Range:30 feet Duration:72 hours
This evil spell summons a spectral death, a billowing cloud creature of negative energy, to find and slay a creature described to it by the caster. It cannot otherwise he commanded to fight for the caster. When it is summoned, the priest must be inside a Pentagram Cage from fiend practicum, standing on a repel evil rune, standing on the edge of unholy ground or a forbiddance, protected by evil by some magical means, or have a special item used to control the spectral death. Otherwise, the undead attempts to slay its summoner and return from whence it came. The spectral death returns to its own plane whenever the spell lapses, its mission is fulfilled, it is banished, or the priest is slain. If the spectral death cannot complete its mission within 3 days, and none of the foregoing have occurred it relentlessly tracks its summoner. If it confronts its summoner. As reincarnation is a vital part of the Lacerta beliefs, this invocation is considered incredibly cruel, which is why only Ssess'nik typically grants it. Although there have been rare events in lizardfolk history where the other deities in the pantheon have granted it as a one-time specialty for punishment of a horrific nemesis who is a nefarious threat to the tribe.
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 (2d4+15) plus the priest’s Faith modifier (DC range: 20-28) 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 modifier (DC range: 9-17). 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.
Swamp Lance   Spirit Cost: 5 
Time Required:1 action Range:60 feet Duration:4 rounds
This spell transforms one or more natural plants into flying spears that attack as the caster directs up to 60 feet. The plants can be of any sort, from clumps of moss or lichen to towering trees, but they must be alive for the spell to work. Three spears are created by this spell, one of each that can be thrown on each subsequent turns. Each spear attacks as a magical spear with a +2 bonus to hit, hurled as a 3d20 attack. Further, these strike with +2 for weapon-weight, despite that being abnormal for range weapons. A lance withers and vanishes upon striking, or at latest when the spell duration expires; it can be destroyed by a successful disrupt magic as well cast on a single lance. Otherwise, for each subsequent round, the lances move with and strike, one each round, at a target without using an action by the caster, who is free to work other magic or engage in other activities. The lances are living plants until they wither; thus, they can be affected by magic that works on plants. Because using this invocation strips the local vegetation, it could be subject to terrain issues; however, the swamp tends not be short of vegetation. The spell works on existing living plants in their natural habitat. If there is insufficient plant growth within range, the caster cannot generate the effect.
Sympathetic Dehydration 
[Concentration]
Spirit Cost: 10 
Time Required:1 action Range:60 feet Duration:Concentration
This awful invocation causes water to evaporate rapidly from the target creature’s body. The creature loses 1 Body point per round as its body fluids seep to the surface of the skin and are absorbed by the invocation. This continues until either the creature is dead or the priest is disrupted or willfully stops concentrating. Due to the concentration required, no other spells or reactions can be taken while this spell is in effect. The drinking a canteen of water by the victim stops all damage for 2 rounds and restores d2 points of damage taken from this invocation. The invocation not only steals its creature’s water, it transfers it to the caster as well. The priest doesn't have to drink again for a number of days equal to half the stolen points. If 10 Body points were stolen, the priest does not have to drink for 5 days. If the creature survives, drinking good water returns all but d4 of the lost Body points, and healing spells work normally. This evil spell does not normally afford a save; however, if the victim has either cold or necrotic resistance, then a special Resilience save (DC:15) each round to be affected. Also, if under an undetectable invocation, then this magic cannot find the proper lifesong to attack and would render the subject unaffected. Use of sustenance cubes or other creative thinking would hamper or prevent the effect, requiring a ruling by the GM. This invocation cannot be cast on constructs, undead or other creatures that do not consume food.
Taint Body of Water  Spirit Cost: 8 
Time Required:1 action Range:30 feet Duration:3 rounds
The priest transforms any large quantity of water within a 10-foot cube (3 hexes, 10-feet deep) centered on a point you choose into a deadly poison. This spell only affects bodies of water of at least 10 gallons or more within the affected area, not separate smaller quantities of water. It can also be liquid that is mostly water (such as blood, sewage, or wine), but a living creature’s vital fluids cannot be affected. Any creature with its head or one of its breathing pathways (such as a human nose or mouth) currently submerged into the tainted water must make a make a Resilience save against DC (d8+14) plus Faith bonus (DC range: 18-27) at the beginning of any turn in which they are so submerged. On a failure, the creature is poisoned for three rounds after being removed from the waters, and further victims suffer 2d4 Body points of poison damage. On a successful save, the creature can choose to spit the water out and take no damage, or if fully submerged, take half damage. If the creature failed its save, then at the start of each of the its next three subsequent turns, it must succeed on another Resilience save against the original DC or suffer an additional d4 Body points of poison damage. However, on a successful subsequent save, no damage occurs and the threat from the poisonous waters ends, meaning no further saves are required. Creatures who are immune or otherwise do not need to save against the invocation and are within 5 feet of the transformed water can use an action to apply poison to one weapon, piece of ammunition, or portion of food or drink. Once applied, the poison retains potency for the duration of the spell or until someone must save against it. If a creature is struck with the poisoned weapon or ammunition, or if it ingests the poisoned food or drink, it must make a Resilience save or be poisoned three rounds as well as suffering 1d4 Body points of poison damage. Creatures that succeed on the save suffer no ill effects or damage.
Taint Cuisine  Spirit Cost: 5 
Time Required:1 action Range:Touch Duration:Special
With a deadly touch, the priest places an undetectable poison into one food item or drink. If this poison is ingested (such as if slipping it into a political enemy’s drink), the victim must make a Resilience preservation save (DC:13). The victim suffers 2d4 points of poison damage towards Body and is under the poisoned restriction a failed save. This restriction lasts for one hour. Even on a successful save, half as much damage occurs, but there is no restriction. If an anti-venom procedure occurs, it will remove the poisoned penalties, but it will not restore lost Body points. Should the poisoned item not be ingested after 24 hours, the poisonous potency loses its effect.
Target of All [Concentration] Spirit Cost: 5 
Time Required:1 action Range:60 feet Duration:Up to 3 rounds
The priest chooses one target within range, which must make a Will save against DC (2d4+10) plus Faith modifier (DC range: 13-23). If it fails, every ranged weapon attack that targets a creature within, or originates within, 30 feet of the enchanted creature will twist in the air to strike that creature. Attack rolls must be made versus the enchanted creature’s AC. This requires concentration on the part of the priest to maintain the curse, but it can last up to the end of the third following turn. However, at the end of the affected creature’s turn, it can attempt the Will save again against the original DC to be free from the spell early.
Terrac Mettle  Spirit Cost: 5 
Time Required:1 action Range:10 foot range Duration:d4+2 rounds
For the duration of the spell, which is variable, every terrac creature within range (including gnomes and even creatures that have only one dwarven parent) is immune to being shaken and frightened. Further, those blessed gain a special attack die pool for each of its turns. This extra die pool attack can be made separate from the affected terrac’s normal action or could be combined with an attack. The extra die pool will act as a second primary-hand die pool with only 1d20 but with whatever weapon is wielded in the first primary-hand pool. If no primary hand die pool is used in an attack, then this extra die pool will be lost. Further, regardless of the material of the weapon, the extra die pool will act as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. To clarify, if an affected dwarf normally attacked with a war maul for 2d20, then a second 1d20 pool with the war maul would be made. However, if choosing, the dwarf could also take a different action, such as drinking a potion, and still gain the 1d20 war maul attack. Finally, this power requires the sacrifice of a steel or better melee weapon, which must be a cleaver or a bludgeon, which has a value of at least 500 bits. If the sacrifice is greater than 1,000 bits, then any roll for duration has a minimum value of 2 for the d4. The sacrificed weapon is reduced to ash by the power of the invocation.
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+8) plus the priest’s Faith modifier (DC range: 9-17). 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.
Thornwrack  Spirit Cost: 7 
Time Required:1 action Range:Touch Duration:1 thorn per Faith
Thornwrack causes long, painful thorns to grow out of the spell recipient’s flesh, piercing the skin from the inside. One thorn appears at the end of the caster’s subsequent turns, starting with the turn of casting. This continues until the invocation ends. As each thorn appears, it inflicts d2 points of necrotic damage until all the thorns have appeared. When the number of thorns exceeds the subject’s Resilience and still conscious, the victim must make a Will preservation save (DC:15) for each thorn appearance. Failing the save places the victim under the incapacitated restriction, wracked in the pain, lasting until the end of its next turn. After the last thorn erupts from the subject’s flesh, the first one disappears at the end of victim’s turn. The thorns continue receding at this rate of one each round at the end of the subject’s turns. While the total thorns exist are greater than the victim’s Resilience, saves will continue to be made at the start of the subject’s turn before taking any action. Healing spells can restore damage but do not eliminate the thorns or any restricting pain. Disrupt magic will end the spell but prevents existing thorns from receding. A healing invocations costing 7 or more Spirit points will cancel the thornwrack, eliminates all existing thorns, and cure damage as per the spell description. Without the benefit of magical remedies, the spell ends when the last thorn has receded.
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 or reaction 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 a touch attack must be successfully made and this incantation can be used as a reaction to illuminate the object. However, even then, the hostile creature may roll an Agility preservation save (DC:12) to avoid it.
Torus of Terror  Spirit Cost: 6 
Time Required:1 action Range:Self (10-foot radius) Duration:3 rounds
An aura of fear emanates from the priest in a 10-foot radius (18-hexes) and moves with the priest for the duration. Each creature that enters the aura for the first time, or starts its turn there, must succeed on a Will save against DC (d6+10) plus Faith modifier or become frightened for the duration. If the spell is still in effect by the end of the affected creature’s second turn, then it is permitted another save, assuming the victim ends its turn where it can no longer see the priest. On a successful save against the original DC, the creature is no longer frightened.
Totem Beast  Spirit Cost: 2 
Time Required:1 day Range:Special Duration:Special
Similar to fey-binding, this invocation binds an animal spirit into a specially-prepared totem, a carved object of roughly the size of a small barrel. Most of the time, the spirit is inactive and resides inside the totem. Only one totem can be active at a time for the priest and it is placed in an area to guard and protect. The spirit has blindsight out to 90 feet. If any threatening activity occurs within that range, the spirit of the totem will manifest in physical form like a fey summoned beast monster of the type according to its physical form. Protection may not always be combat, as the spirit’s appearance may serve to scare off invaders. Regardless of response, the beast cannot move beyond 90 feet from the totem. However, when it appears it will remain for at least one minute, regardless of actions. The duration of the binding between spirit and totem will last until the spirit exhausts one hour of service or until the totem is destroyed. The totem itself has an Armor Class of 12 and can endure 15 Body points worth of damage.
RollAnimalRollAnimal
01Bear (land)11Giant Spider (land)
02Blood Raptor (air)12Goblin Dog (land)
03Boar (land)13Jaguarundi (land)
04Bullywug {land)14Monkey (land)
05Carnivorous Ivy {land}15Owl (air)
06Crocodile {water)16Pseudodragon (air)
07Eagle (air)17Python (water)
08Giant Centipede (land)18Shambler (land)
09Giant Frog (water)19Wolf (land)
10Giant Rat (land)20Wolverine (land)
Touch of Appraisal  Spirit Cost: 2 
Time Required:1 action Range:Touch Duration:Up to 10 minutes
For the duration, the priest has a chance to determine the value of an item. To know the value, the priest rolls a Muse check the DC of the item based on the chart below.
 True Item ValueDC 
 0 to 100 bits7 
 101 to 1,000 bits9 
 1,001 to 10,000 bits12 
 10,001+ bits15 
The priest can appraise multiple items but items must be handled for at least 1 minute.
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.
Transfer Offense  Spirit Cost: 4 
Time Required:15 minutes Range:Special Duration:Special
This invocations takes the wrong-doings of a community and ritually “transfers” them to an animal (a “scapegoat”). Any spirits that are displeased with a community will recognize the efforts hy the shaman, and will accept that the burden of guilt has been shifted to the scapegoat, and thus the community’s standing is restored in their eyes. This is handy if someone has misbehaved so badly that mere sacrifice is insufficient to appease the spirits, if the crimes cannot be precisely determined or if the perpetrator is unable or unwilling to beg forgiveness. An animal such as a goat, an ox, or a pog is selected and symbolically dressed in the tribe’s wrongs: representative ribbons, thongs, or ropes are tied to its horns, or the clothing of wrongdoers (if identified) are strapped to its back. A short speech or ceremony is then given, and the beast is driven or led away from the tribe, to be destroyed by wild animals. It is considered unlucky if the beast returns to the village, if a hunter should slay it and anyone should eat its meat. The animal and the items attached to it are the focus for the spell.
If eating the meat or other event considered a bad omen as a result of this ritual, several things might occur. These ills are permanent until countered either by the tribal shaman or other magic.
 • Disease ravages the tribe
 • Poor hunting luck (-2 to all rolls involving hunting, fishing, foraging, and the like.)
 • A curse sets upon the community
 • A spirit animal of roughly the perpetrator’s power attacks. If slain it reappears the next month.
 • Any game killed or meat butchered will be rancid
 • Plants grown will die within the month
Transmute Drake  Spirit Cost: 8 
Time Required:Special Range:Touch Duration:Permanent
Swamp drakes are created by magically altering crocodile eggs to create the trainable monster lizards. Those who cast this spell must prepare themselves with a ten-day of prayer and fasting before attempting the casting. The spell caster must then coat a fertilized, living crocodile egg with a mixture of holy oil and ruby dust, then perform a seven-hour ritual prayer dance around the egg. Each hour of the dance, the shaman must make a Resilience feat check (DC:10). Failure of any check results in the complete failure of the spell. The spell can be attempted again one ten-day later on the same egg with new material components. A second failure kills the unhatched egg, rendering it useless. When transmute drake is successfully cast, the material components are absorbed into the egg and an untrained hatchling drake emerges from the egg one ten-day later. The material components of this spell are a crocodile liver and one crushed ruby.
Transmute Metal  Spirit Cost: 5 
Time Required:30 minutes per pound Range:Touch Duration:Permanent
This invocation enables the caster to change an object from one type of metal to another. The volume of metal cannot exceed a maximum weight of 1 pound per point of Faith, based on the objects weight as iron. The object must be in the possession of the priest to make the change. Fine jewelry, precious metals (such as gold, silver, platinum) cannot be transmuted, nor can miraculous objects, such as religion relics (determined by the GM). In addition to the size of object, one’s Faith determines the quality of metals which can be affected. While the table below assumes the invocation will be used to “upgrade” a metal object, it is possible for the priest to transmute from the ending metal back to a starting metal as well. If a metal has magical properties permanently as part of its existence, such as an artificed sword, then the GM will have to make a decision whether it is immune to the power, as relics are immune. If allowed to “downgrade,” those properties would continue to exist, except for the bonuses granted by the type of metal. Metals that have a potential for special properties, such as lightning for electrum alloys, there are the same odds of this manifesting as if it were forged with a metalworking skill. If repeating this until gaining the properties, this would require “downgrading” the metal before transmuting it against for the chance of a special property. As part of the invocation, the dust of rubies is required and transfused into the new metal as part of the change. If the cost of the dust exceeds an interval of 300 bits, then a whole extra ruby must be crushed to supply a sufficient amount; thus, the minimum material cost would be 300 bits.
 FaithStarting MetalEnding MetalRuby Dust 
 5IronSteel300 bits 
 6-7IronElectrum75 bits per pound 
 6-7SteelElectrum30 bits per pound 
 8-9IronOrichalcum300 bits per pound 
 8-9SteelOrichalcum150 bits per pound 
 8-9ElectrumOrichalcum100 bits per pound 
 10IronMeteore450 bits per pound 
 10SteelMeteore375 bits per pound 
 10ElectrumMeteore300 bits per pound 
 10OrichalcumMeteore100 bits per pound 
 11IronScarletite750 bits per pound 
 11SteelScarletite600 bits per pound 
 11ElectrumScarletite375 bits per pound 
 11OrichalcumScarletite300 bits per pound 
 11MeteoreScarletite200 bits per pound 
 12IronMythril Alloys1200 bits per pound 
 12SteelMythril Alloys900 bits per pound 
 12ElectrumMythril Alloys750 bits per pound 
 12OrichalcumMythril Alloys600 bits per pound 
 12MeteoreMythril Alloys450 bits per pound 
 12ScarletiteMythril Alloys300 bits per pound 
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.
Tree Mount  Spirit Cost: 6 
Time Required:1 action Range:30 feet Duration:10 hours
This invocation enchants a log, plank, or similar piece of wood to become a temporary steed. The log or plank must he at least 1 foot wide, 3 inches thick, and 3 to 10 feet long. Any type of wood is suitable. When the power is cast, the log sprouts four wooden, horselike legs. The tree mount can be ridden like a normal horse and can be used to carry equipment. The tree mount can carry up to 600 pounds of riders and gear before breaking. If the mount breaks under the weight of the riders or gear, the enchantment instantly ends and the tree mount again becomes a normal (although broken) log or plank. The tree mount obeys all of the caster’s verbal commands to move, slow, speed up, stop, and turn. It has a movement rate of 60-feet on land. It can move in the water (swim: 25-feet) floating on the surface and paddling with its legs. The tree mount must remain within 30 feet of the caster in order to move; if the distance between the tree mount and the caster exceeds this distance, the mount stops until the caster is again within range. The tree mount will not fight for the caster and is incapable of any action other than movement. The tree mount does not become fatigued and does not eat. However, it has all the vulnerabilities of normal wood including fire, and can he damaged by both magical and physical attacks. It has AC 8 and 5 Body points. Obviously, an appropriately-sized log or plank must be available to cast this invocation.
Treestaff  Spirit Cost: 9 
Time Required:1 action Range:Touch Duration:Up to 1 minute
The priest transforms a specially-prepared staff into a creature that is identical to a treant, except it cannot speak or animate other trees. The creature is friendly to priest and follows commands to the best of its abilities. If the caster offers no commands, it takes no action on its turn other than to defend itself. It acts on the priest’s initiative, beginning its turn at the end of the priest’s turn. If it is reduced to 0 Body points, it reverts to a staff and shatters. The priest can only have one treestaff active at a time due to the divine rule that only one staff of this type at one time can exist directly attuned to the priest. If the treant remains intact at the end of one minute, it reverts back to the staff. To create the staff used for this spell, it must be prepared over the course 12 hours of activity (see Daily Time Usage), etching intricate symbols into the wood. At the end of the required activity, the staff is ready for use.
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 modifier (DC range: 9-19) 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.
Understand Curse  Spirit Cost: 2 
Time Required:5 minutes Range:10 feet Duration:3 months
This invocation can be cast upon any creature or object that is suffering from any harmful magical affect or the unwelcome attentions of a supernatural power. The spell reveals to the shaman the manner in which the creature or object is cursed, the reason for the curse, and who is responsible for this. Thus, the shaman can discover the name of the person or creature who cursed the creature or object and what manner of being it is (a spirit, a mortal wizard, a demigod, and so on): whether the curse or spell is a punishment, revenge, or unprovoked assault; and the manner of the curse or spell (whether it’s a curse or cause blindness spell, a spirit’s attempts to drive a creature mad, and so on). Note that the spell does not reveal the nature of a spirit (though a local shaman may recognize the name, particularly if it is an ancestor or other spirit venerated by the people), nor the race of any mortal agent.
Undetectable  Spirit Cost: 9 
Time Required:1 action Range:Self Duration:24 hours
This incantation is similar to the axiom life static as it will hide the priest’s lifesong from being read and analyzed. Physical and psychic traces left behind will not be associated with the priest; thus, spells like bloodhound, glyph analysis, and scry will not reveal location or information about the priest. Moreover, this protection makes even face-to-face encounters difficult, as it forces an observer, using facial recognition, voice patterns or even tremorsense to identify the priest, to make a Perception feat check (DC:20) to identify the caster. Even if the caster identifies himself or herself to a known acquaintance, the feat is required, at which point a failed check will leave the person of the encounter questioning if the truth was shared.
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: 5 
Time Required:1 reaction 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:12) 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.
Volatile Torch  Spirit Cost: 5 
Time Required:1 action Range:60 feet Duration:Up to 8 hours
The priest calls into being a small hovering ball of fire at a point within range, which lasts for the duration or until this incantation is used again. The ball moves with the caster and but can also move within the 60-foot range so long as the new location is no more than 30 feet from where it would be by moving with the caster. This provides light, similar to the torch incantation except that it sheds bright light in a 60-foot radius. Up to three times, the flaming ball can be used as a combat attack at the end of the priest’s turn. Such an attack will be willed by the caster but not count as an action. If strikes as a separate die pool with 1d20 and uses Faith score as a to-hit bonus. On a hit, the target suffers fire damage equal to d6+1 plus the priest’s Faith modifier. Similar to burning hands, if the fiery weapon hits an unattended flammable object, the target catches on fire. Lastly, if all three attacks are used before the normal 8-hour duration, the incantation terminates prematurely.
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 Boon  Spirit Cost: 4 
Time Required:1 action Range:Touch Duration:30 seconds
This incantation cannot be used on the priest oneself; however, the creature touched gains the equivalent of weapon forte and all its prerequisites with every weapon for the duration.
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 Nightmares  Spirit Cost: 4 
Time Required:1 action Range:Touch Duration:1 minute
This enchantment endows a single melee weapon with an enchantment of chastisement such that 2 additional points of spirit damage are also inflicted upon a successful strike with the weapon. Further, the struck victim must roll a Will save against DC (d6+10) plus Faith modifier. If failing, the victim is under the shaken restriction until the end of its next turn. 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 6 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 Mind 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 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.
Zealot’s Charge  Spirit Cost: 4 
Time Required:1 action Range:20 feet Duration:Special
The priest declares a specific entity an enemy of the faith. The foe could be a specifically named person, but the precise name of the enemy does not have to be known, but the description must be specific to a single creature. When casting, the priest blesses up to three willing persons within range, henceforth known as a “blessed follower.” For the following month, each one has three contingent blessings that will trigger for the following conditions:
 • When seeing the enemy of the faith, the blessed follower gains +2 to any save involving fear for the following 3 rounds.
 • When the blessed follower successfully strikes the enemy of the faith for the first time with a melee weapon, the weight of the weapon acts 1 point higher when calculating damage.
 • When the enemy of the faith inflicts damage against the blessed follower for the first time, a special healing of d4 occurs at the start of the follower’s next turn.
If any of these conditions are not met after 28 days, the unused blessings are lost and the invocation ends. No more than one enemy of the faith can be declared by the priest per month. And a blessed follower can only be under the charge of one priest at a time as well.
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 (d6+12) plus Faith modifier (DC range: 14-23). 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; most require divine accord, but a few do not. It is possible technically possible to gain some of these skills if not part of the faith; however, even those with lesser requirements are closely guarded and often have social or political factors to acquire. 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.

Skills listed with symbols indicate additional information about them.
: indicates that group effort can be performed and potentially enhance the resulting effect.
: is the symbol for divine preservation; incantations with this symbol can be used with this skill.
: denotes spells can be imbued into an object.
: means incantations are available to be used with the infusing process.

SkillCost SkillCost
Benison100 Infuse300
Ceremony100 Lifesong Harmony300
Feel Poison150 Lifesong Whisper300
Divine Translation150 Lightning Rod300
Unlife Likeness150 Scroll Writing300
Astral Dreaming200 Energy Drain300
Divine Luck200 Forbiddance350
Divine Preservation200 Prolongation350
Imbue200 Raise Ghoul350
Laying on Hands200 Holy Turning400
Prescience200 Pact400
Sap200 Spiritual Descrying400
Scroll Reading200 Spirit Journey400
Trionfi200 Vampiric Gaze400
Weapon of Justice200 Animate Monster400
Amiable Vampirism250 Banishment Ritual450
Aura Linking250 Abundance500
Clairvoyant250 Clone500
Hexation250 Elemental Swarm500
Aura of Benevolence300 Path Prophecy500
Beckon Shadows300 Return to Life Ritual500
Commissioning300 Tether Soul500
De-Sanctification300 Rebirth600
Divine Artificing300 Tree-incarnation600
Etherwalk300 Greed SacrificeSpecial
Feratu Command300  
Abundance Aura of BenevolenceSpirit 15+
This skill can be performed as a single priest or as a group. The more priests with this skill that work in conjunction, the greater the area of effect. The ritual quickens the ripening of a harvest or the growth of woodland. The priest stands anywhere within the area to be affected and designates the exact size and shape of the area. Fields of crops in the affected area grow, ripen, and he ready for harvest in a single day. Seed must be sown any time before the ceremony. A woodland achieves 1 year of growth in per day of the ritual. The ritual for woodlands can continue for any number of continuous days so long as the members involved in the ritual remain the same. Soil capable of supporting the woodland is required for the growth to remain healthy thereafter. The ritual affects 1 acre of cultivated fields or potential woodlands for a single priest; however, the area increases to the number of acres equal to the square of the priests performing the ritual. In other words, two priests affect four acres, while five priest alter 25 acres. Ten priests are the maximum number who can work on this effort together.
Usage: Special
Amiable VampirismLaying On HandsBody 13+
With this skill, a priest can sacrifice some of his or her Body points to transfer as healing to another while touching. The amount sacrificed is based on 2d4, which cannot be reduced by any means. However many points the priest loses as a result are transferred to the recipient. If the amount of points received exceed the maximum, then only max Body are achieved. Should the result take the priest to zero or below, the normal restrictions for near death, including death saves, occur.
Usage: Action
Animate MonsterRaise GhoulWill 6+
By using this skill, the necromancer can choose to create one zombie monster when casting crown of the grave. However, the time of animation for a zombie monster is longer than a typical zombie, lasting three months rather than the standard one. This creature counts as one creature under the priest’s control.
Usage: Enhancement
Astral DreamingDivine AccordSpirit 13+
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.
Usage: Special
Aura of BenevolenceDivine AccordFaith 6+
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.
Usage: Constant
Aura LinkingPrescienceWill 4+
This skill can be used upon either friend or foe. The priest reaches into the unshielded mind of any creature seen within 60 feet to become aware of its presence. Any protection of the Mind, from psychic shield to dark mind, no matter how minor will prevent this connection. Further, the victim can resist if choosing to attempt a Will save against DC:15. If the priest successfully connects, then the cleric will always know the target's location for the following hour, assuming the two are on the same plane of existence. While the priest has this connection, the target cannot become hidden from the priest unless an effect to hide the target's mind is used or entering an area of forbiddance. Even if the target becomes invisible, it gains no benefit from that condition against the priest. No more than one creature can be linked at a time. The effect can be terminated early at the discretion of the priest. However, after using this power three times, then a long rest is required to use it again.
Usage: Action
Banishment Ritual CommissioningWill 6+
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. Others with this skill can join together, assuming the morality schema permits. For each extra person, up to a maximum of four, a bonus of +2 is granted to the DC.
Usage: Special
Beckon ShadowsCrown of the Grave Incantation Faith 5+
This skill allows a special summoning of 2 to 4 (d3+1) undead shadows to come forth under the mental command of the priest. After being summoned, starting on the priest's following turn, the existing shadows will take actions as the priest chooses. The shadows exist for two minutes (12 rounds). If a shadow is destroyed before that time, it will cease to exist. This ability can be used once, after which a long rest is required to summon the shadows again.
Usage: Action
BenisonCeremonyMuse 3+
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.
Usage: Special
CeremonyNo Skill RequirementFaith 2+
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. However, if the ceremony is used by someone with divine accord, then an extra sanctuary-type ceremony can be performed that can create a 10ft by 10ft area of temporary “holy ground” for 8 hours. However, a long rest is required before performing again on the same location. This same location can be maintained by the ceremony if no more than 24 hours pass from its previous blessing ends. However, if choosing a different location, the one week must pass from the previous use of this type of ceremony. While there are no requirements for this skill, acquiring it is obviously a protected and protected one.
Usage: Special
ClairvoyantDivine AccordFaith 4+
This ability is a minor version of scrying. It can only be used to view a location very familiar to the priest or in an obvious location which might be unfamiliar, such as behind a door or around a corner that is within 100 feet. It is also possible to view locations that have been visit only once before; however, such less-familiar areas must be within two miles to see. The first connection is automatic; however, it requires concentration, meaning no spell-casting or reactions can be used while maintaining the scry. For each following round, the priest must make a successful Perception check or lose the connection. The DC for very familiar is only DC:6, while others are DC:13. This skill can be used repeatedly; however, a short “down time” must transpire, which is equal to one minute for each connected round of viewing. Thus, if the priest divinely spies on an area of five rounds, then five minutes must pass before another clairvoyant activity may be attempted again.
Usage: Action(s)
CloneAmiable VampirismMuse 7+
This skill allows an inert duplicate of a living creature to grow inside a specially prepared container. It is a safeguard against death. This clone forms inside the vessel used and grows to full size and maturity after 120 days. The necromancer can choose to have the clone be a younger version of the same creature by up to 10 years. It remains inert and endures indefinitely, as long as its vessel remains undisturbed. Any time after the clone matures, if the original creature dies, its soul transfers to the clone, provided that the soul is free and willing to return. The clone is physically identical to the original and has the same personality, memories, and abilities at the time the close was originated. Obviously none of the original’s equipment would be obtained. The original creature's physical remains, if they still exist, become inert and can't thereafter be restored to life, since the creature's soul is elsewhere. Material items to begin a cloning are a diamond and at least 1 cup (8oz) of the creature’s blood that is to be cloned, which is consumed during the clones maturity, and a vessel worth at least 5,000 bits with a sealable lid and is large enough to hold the creature being cloned filled with salt water.
Usage: Special
Commissioning Divine Accord and CeremonyFaith 3+
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. For each extra priest joining in the commissioning, up to a maximum of six priests, each individual acts as if one point higher in Faith for calculating the area blessed.
Faith ScoreArea 
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)
Usage: Special
De-Sanctification CommissioningFaith 4+
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. Up to three priest can combine their efforts to remove commissioned ground. For each extra priest, the individuals act as if he or she had one point higher score in Faith for the calculation of area abjured.
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)
Usage: Special
Divine ArtificingDivine Accord Muse 3+
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.
Usage: Special
Divine LuckDivine Accord Will 3+
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 re-roll the die. The ally must use the new roll. This can only be done once before requiring either a short or long rest. Additionally, it requires the use of a reaction to employ.
Usage: Action
Divine Preservation Divine AccordFaith 4+
This defensive skill allows a priest to instantly use an incantation that is designated to be an action 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.
Usage: Reaction
Divine TranslationDivine AccordPerception 3+
For priests not granted the discern language incantation, this is an alternative. It could be granted to those with the spell, but selecting it for such priests would be a rare choice. This skill only works on written language, and the priest must remain in the presence of the scroll, book, carving or whatnot. The effort is not strenuous and can occur during a short rest; however, the priest must be conscious during the translation. For each minute in the presence of the non-magical foreign writing, one word (in order from the beginning to end) becomes known. Up to 12 hours of translation (720 words) can be performed before requiring a long rest. After sleeping, the priest can pick up from where the last learned word left off.
Usage: Special
Elemental SwarmPact Will 7+
This skill allows a 30 minute ritual to open a portal to one elemental plane corresponding to the province of the priest. Upon the completion of the ceremony, 2d4 elementals will appear. After another 30 minutes, without any action of the priest, the portal will re-open, bring forth another d4 elementals. All the elementals obey the commands of the summoner explicitly and cannot be turned against the priest. There is no concentration required to maintain control over these creatures. As there is a tether between the elementals and the dimension through which they arrived, these elementals cannot be dismissed or banished. The elementals remain in the material world for one hour after the completion of the ritual, meaning 1 hours for the first set and 30 minutes for the second. Due to the power of this rite, deities granting the connection between the planes will not permit its use more than once per month.
Usage: Reaction
Energy DrainSap Will 5+
With this skill, the priest can add a “life-drain” onto any melee attack that physically strikes an opponent as a reaction after the strife. When successfully hitting the opponent, the “life-drain” inflicts damage at the top of the Body reducing the opponent's max value. If the victim’s current Body points are lower than the drained max value, then no “current” damage is inflicted; otherwise, the “current” value is lowered to match the new max value. The victim’s max score recovers at a normal rate according to short and long rest rules; however, no healing magics can raise the max value unless the spell or effect explicitly states so. When a priest with vampirism activates this power, it will last for three consecutive attacks or until a successful strike occurs. Once either happens, the draining cannot be performed again until after a short rest.
Usage: Reaction
EtherwalkDivine Accord and CeremonyFaith 5+
Through one minute of concentration, the priest transports himself and any number of followers who are joined by hands to the border ethereal plane of existence. If the circle of connection (hand-holding/touching) is broken during the attempt, it will ruin the transport. This commute is physically stressful for the priest, inflicting d2 points of Body damage per traveler, including the priest oneself; therefore, if the priest and four companions, then upon arrival the priest would suffer 5d2 points of damage. It is entirely possible the trip could kill the priest. To return to the material world, the priest will have to perform this ritual again, which subjects him or her again to the same bodily stress. Finally, travel on the border ethereal results in time passage being a bit out of sync. When first arriving, time occurs much faster in the ethereal, but while remaining relative time gets closer together. Using the image to the right, the perception of the passage of time in the material world is represented by the green line, while and time experienced in the ethereal is the blue line. Whenever returning to the prime material, more time will have passed there than perceived while off plane. For the first hour in the ethereal, time occurs at a three to one ratio; thus, if spending 10 minutes in the ethereal, when returning 30 minutes will have passed. However, over the next two hours, the ratio slows to two to one. After that, time synchronizes to a one to one ratio. Nonetheless, the first faster periods still impact the total time; for example, if a total of eight hours is spent in the ethereal plane, then when returning fourteen hours will have passed (1+2+7 => 3+4+7).
Usage: Special
Feel PoisonNo Skill RequirementPerception 4+
This divinely granted skill endows the priest with a spiritual sensitivity to the presence of poison. Acting like a passive sensation, whenever a poison, whether bottled, on a weapon or in the fangs of a venomous creature, comes within 30 feet of the priest, a secret Perception roll (DC:10) is permitted to be aware of it. This will not give the location of the poison, however, but the priest will be aware of its existence. The priest will experience a mild sensation of nausea, not strong enough for penalties to incur. If other poisons are routinely around, such as carried by a party member, then this will cause the Perception roll to be made at disadvantage. However, if a second or third poison is introduced shortly after the presence of the first poison detection, then the chance of becoming aware of those is rolled normally.
Usage: Constant
Feratu CommandCrown of the Grave Incantation Will 4+
With this skill, when creating undead under one's command, such as with the crown of the grave incantation, the number of controllable undead is doubled.
Usage: Enhancement
ForbiddanceCommissioningWill 5+
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. The repeated ritual does not have to be performed by the same person; however, a priest of the exact deity would be required to count towards the 5-year requirement of permanence.
Usage: Special
Greed SacrificePriest of Rahdji 
This is a special ritual that is freely granted to priests of Rahdji once having a Faith score of 8 and higher. This ceremony requires 30 minutes to perform, but after it is complete it will have transformed gems, trade bars, and/or coinage into restored Spirit points. For each value of 250 bits sacrificed in a hollowed fire burned in a special kiln, one point of Spirit is gained. The materials sacrifice are divinely disintegrated in the process. This ritual cannot take the score above the maximum, and only 4 points at most can be regained by this ceremony. Additionally, the special kiln weighs over 1,000 pounds; thus, it is movable but highly unlikely to travel with the priest. The cost of such a kiln is 2,500 bits. Once performing this ritual, it cannot be performed against until after a long rest.
Usage: Special
HexationNo Skill RequirementFaith 5+
This skill is such that one learns how to place curses upon a target; it is part of church secrets, but being a priest is not required to learn this skill. The curser can attempt to inflict the following curses: ageusia, bio-nonspecto, gauchiste, gluttony, malglossima, mock feratu, portclaudo, and thunderous step. When targeting a victim, the priest selects the curse, then adds his or her total Faith score to the base DC. These values can be found in the Curses section. The victim must roll a save against the appropriate and adjusted DC; if failing, the target is cursed. Only one victim at a time can be cursed. If unsuccessfully delivering a curse, the person attempting the hex must recover with a short rest before attempting on another target. Curses can be lifted by the will of the one invoking it. Such action should be within the ethics of the church served and failing to follow such dogma may result in church political intervention or even otherworldly discipline if the breaches are extreme.
Usage: Action
Holy (Unholy) TurningDivine Accord and CeremonyFaith 4+
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.
Usage: Action
Imbue Divine AccordMuse 3+
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. When activating the item's power, there is a cool-down duration before it can be activated again. For invocation durations measured under 10 minutes, then that cool-down is 3d4 times its normal (maximum) duration. If more than 10 minutes but less than 24 hours, then the cool-down time is d4 hours. If an effect is greater than a day, then a like amount is the cool-down. For instantaneous or permanent effects, these cannot be reactivated for a full 24 hours.
 
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:8, 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. While it the trinket is empowered, the ability for the creating priest to cast this invocation as a normal casting is more difficult than normal due to much of the divine power being imbued into the object. For a successful casting, the priest must make a Faith feat-save (DC:8) or the invocation fails and the necessary Spirit is still expended. Lastly, the priest who imbues an object cannot imbue another with the same invocation while one is active, unless it has become permanent.
 
Each month, on the final day of the item’s imbuing, the priest may choose to extend the power for an additional month; however, the priest must be in possession for the object for one hour. At the end of that duration, it costs the priest double the normal Spirit amount and requires a successful Faith feat-save (DC:8). If it fails, the priest can spend another hour trying again. Furthermore, no priest can extend another priest’s imbuing but rather must start the process over on his or her own.
 
It is possible to make this object permanent by recharging it monthly for at least one year. After this time, while the trinket is still active, the priest can attempt to make the divine power residing in the object permanent. To do this, a final ritual must be performed using the same daily DC challenge one final time; however, this time the total tally must reach 150. The making of the trinket permanent must be completed while the object is still empowered. Lastly, once the trinket gains permanence, the priest is able to cast the specific invocation again without the additional penalties from the item drawing on the divine energies.
Usage: Special
Infuse ImbueMuse 4+
The infuse skill is nearly identical to imbue except that it place invocations with the symbol into an object and only invocations up to 5 Skill points. Otherwise, the use and cool-down durations work the same. Other exceptions are that the object must be of 1,000 bits in value, the challenge to infuse is DC:10 and the total tally to reach is 80. Just a with imbue, Faith modifiers count towards the roll’s success but not the tally. When created, that invocation is difficult to cast, similar to imbue except the Faith feat-save is against DC:10. The duration for reactivating an infused magical trinket is 3d6 rounds.
 
The process to extend the power of a trinket with an infused invocation for another month is the same as the imbue skill except the Faith feat-save is against DC:10. To be clear, it still costs double the normal Spirit payment when recharging.
 
Finally, these items can be made permanent as well. However, at least two years of continuous empowering and a total tally score of 200 points. The making of the trinket permanent must be completed while the object is still empowered, which removes the priest’s difficulty for casting that specific invocation.
Usage: Special
Laying on HandsDivine AccordFaith 3+
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.
Usage: Action
Lifesong Harmony Divine Accord and CeremonySpirit 15+
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. Two priests can join effort in this ritual to which allows each to roll, allowing the recipient to roll with advantage and using the better of the two's modifiers as well.
Usage: Special
Lifesong WhisperPrescienceMuse 4+
Requiring one minute of concentration, the priest imagines a familiar creature, one that is known by name or can be described in detail. For the following hour, the priest is able to sense the direction of the creature, so long as it is within a five-mile radius. If the creature is moving, then the direction of movement is known to the priest. However, this power can also locate a generally known type of creature; however, the range is not as far. This method will locate the nearest “goblin” or “unicorn” as long as one exists within one mile and the priest has personally seen the type of creature before. If the target is ethereal, in gaseous form, polymorphed or in any way not in the form expected or described, then it cannot be located. After performing this once, a short rest is required before another location can be performed.
Usage: Action
Lightning RodSlashingFaith 4+
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.
Usage: Reaction
PactCeremonyFaith 6+
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.
Usage: Special
Path ProphecyPrescienceFaith 8+
With ten minutes of preparation and the consumption of three vials of holy water, the priest gains the higher consciousness to sense the shortest, most direct physical route to a specific fixed location. The target must be declared in the preparation, must also be on the same plane of existence, and must be reasonably known by the priest. The target site does not have to have been visited by the priest before but should be a specific site. Thus, “the nearest goblin lair” would not be a valid selection, but “the place where the monster that just attacked normally sleeps” has a reasonably good chance of working -- assuming the monster sleeps and has a routine place to do so. GMs must use best judgment for some interpretations. However, this is a skill that communes with nature, feys and spirits to provide the guidance; thus, the powers involved would grant not be hung up on semantics. Further, locations that are mobile, such as an airship, cannot be targeted. Persons cannot be targeted; however, if the priest has confirmed knowledge a person is being held prisoner in an enemy castle, then the castle could be the target, even if the prisoner is later moved from that position. When successful locking on to a target, the priest knows how far it is and in what direction it lies. While traveling there, whenever presented with a choice of paths along the way, the priest automatically feels which path is the shortest and most direct route to the destination; however, safety along said root is not a part of the determination. This additional sensation to know the target lasts for 24 hours from the start of the preparation. Once the location is found or the time expires, this special state of consciousness cannot be reclaimed for an entire week. If the priest serves a deity whose domain involves hunting, tracking, or something of similar nature, then only five days is required to wait before using the power again.
Usage: Special
PrescienceDivine AccordFaith 4+
This divine ability is a mild form of prediction. It can only be used once before requiring a short rest to perform again; however, it can be used in a few different ways. First, it could select a book out of a stack or even the whole library that has the specific knowledge the priest wants to read. Of course, such a book must exist. Similarly, if knowing the information is in a book, he or she could open the book to the precise page. If there were a pile of keys spread out on the floor, the priest could use this to select the one to open a necessary door, so long as the priest is familiar with the door or the exact key. This could even be used to pick the correct fork in the path to reach a desired target. Again, the end target must be specific and well understood by the priest. While the results of this skill is not a guaranty, the odds are strongly in the priest's favor, requiring a Muse check against a DC:6 value. Further, it would be rare to use this method in combat, but if it were, it would require an action. However, there is a final option that can be used and only in combat. The priest can use prescience to roll a d6 at the start of a round which will be added to his next initiative score. This requires no action, but it must be declared at the start of a new round. In addition to an earlier initiative score, the prescience for that round allows the priest to predict and expect many things. This is translated to both an earlier action but also grants the priest a special option to hold his or her action until the proper moment, something outside the normal options in combat.
Usage: Action
ProlongationDivine AccordFaith 4+
With this divine skill, a priest increases the duration of incantations which have durations of 8 hours or less. This includes incantation that require concentration, such as animate objects. For spells with a random duration based on dice, the dice remain status but the modifier adjusts by the percentage. For example, the deluge incantation lasts for d6+2 rounds, with a Faith score of 5 the duration becomes d6+4. Remember to always round to the lower number if fractions are involved. Also durations listed in minutes should be calculated to rounds for determining the prolongation. Times listed in hours should use minutes for the increase.
 Faith ScorePercent 
 4150% 
 5200% 
 6260% 
 7330% 
 8410% 
 9500% 
 10600% 
 11710% 
 12830% 
Usage: Enhancement
Raise GhoulCrown of the Grave Incantation Will 5+
When using the crown of the grave incantation, this divine skill allows one of the creatures to be a ghoul. This can be used with every casting.
Usage: Enhancement
RebirthTether SoulFaith 8+
The priest touches a creature that has been dead for less than 200 years and died for any reason except old age. If the creature’s soul is free and willing, the creature is restored to life with all its attribute points. This ritual closes all wounds, neutralizes any poison, cures all diseases, and lifts any curses affecting the creature when it died. The process further replaces damaged or missing organs and limbs. Should the creature have become undead or currently is undead, this will restored to its non-undead form. The duration of the practice is ten minutes. It also requires five diamonds, which are destroyed in the ritual.
Usage: Special
Return to Life Ritual CommissioningSpirit 18+
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, a special Faith feat must succeed against DC:23 three consecutive times. These feat checks occur every half-hour of the ritual. A single d20 is rolled for the group, 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.
Usage: Special
SapDesecrated Glow Incantation Faith 5+
Priests who have been granted the incantation desecrated glow as part of the spells from his or her deity have the opportunity to learn this additional necrotic skill, which empowers the cleric to use this skill as a reaction on a successful touch attack. The touch is not always active and must be chosen as a reaction to use. However, on a successful touch attack, and the priest chooses to use this skill as a reaction, the victim will immediately suffer from the nauseated restriction until the end of the priest's next turn. After using this power, this reaction cannot be tried again for another 2d4 rounds.
Usage: Action
Scroll ReadingCeremonyFaith 3+
This skill gives even a non-casting acolyte the ability to manifest a divine effect stored in a scroll. See Scroll Writing for details.
Usage: Action
Scroll WritingDivine Accord and Scroll ReadingFaith 4+
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.
Usage: Special
Spiritual DescryingClairvoyantFaith 7+
This ritual requires incense and oils costing 500 bits for each performance. The process to prepare and enter the trace requires an hour of time. During the trace state, the priest names or describes a person, place, or object. The guiding spirits involved with the trance whisper a brief summary of significant lore concerning the thing named. This information might consist of current tales, forgotten stories, or even secret lore that has never been widely known. If the thing named isn't of sufficient importance to the ethereal guides, then no information is gained. The more information already known will correspond to the information received. The greater the knowledge about the object, the more precise and detailed the answers will be. This ritual will sicken the priest from the experience, as if being stricken by Timber Shivers, although this illness is not contagious. It will require 1d10 days of bed rest to properly recover. Moreover, this ritual cannot be performed again until a month (28 days) passes.
Usage: Special
Spirit JourneyLifesong HarmonyFaith 6+
Through this divine method, the priest enters a deep trance where over the following hour, he or she connects with spirits and heralds of the faith. A requirement for the spirit journey is that the priest be fully healthy: maximum health, under no curses, diseases, poison or other negative effect. During this experience, the priest is permitted to ask two questions intended to be answered by “yes” or “no.” The GM will select the answer truthfully from the perspective of a deific power of the one's religion. However, the answer may return with a one-word reply, such as “yes,” “no,” “maybe,” “never,” “irrelevant,” “unclear” or even a short phrase if appropriate. After the second question is answered, the priest may roll a Faith check (DC:20) to gain a bonus question. After the third, the same check is made to ask another, and so on until the check is failed or the priest chooses to stop. For each question that is asked, the priest will suffer one point of Body damage. After the spirit journey is complete, it requires one week before another one can be successfully entered.
Usage: Special
Tether SoulReturn to Life RitualFaith 7+
This special ability is rarely used in combat but likely upon a captured prisoner. It requires the victim's blood or a graven image of the victim. Obviously, blood is a more likely component. Additionally, one ruby is required. More previous gems could be used, but since the gem will be destroyed at the end, a more expensive one probably will not be selected. The ritual is performed under five minutes, mainly involving the gem touching the victim's chest. At the end of the ceremony, part of the victim's soul is trapped in the ruby for the following eight hours. During this time, the gem has the same number of Spirit points and the victim, and that score is linked so whatever happens to one happens to the other.
  During the state of having only part of a soul, some unique “benefits” are granted to the victim. Neither food nor air is needed either. Poison and disease are ineffective on the target too. Further, the victim cannot be affected by “sleep” magic. However, the victim will detect as undead if inspected. Protection form mind-effecting magic and other general resistances that undead share are not part of the effect.
  The possessor of the gem can perform a usage as an action. After exploiting the stone for the fifth time, the victim's soul is released, and the gem is destroyed, even if that occurs prior to the eight hour duration. If usages remain at the end of eight hours, the soul is also released and the gem destroyed. While the ruby holds the soul, the possessor can perform the following:
  Steal: The possessor can steal Spirit points from the gem, which in turn affects the recipient. The amount stolen is based on a d6, which restores the gem-possessor's Body score by a like amount. If the energy theft depletes the stone of Spirit, the possessor receives the remaining positive amount in the gem, but the ruby crumbles and the soul is released. Of course, the victim would be in a catatonic state until recovering.
  Question: The possessor may ask the soul a question and receive a brief telepathic answer, which can be understood regardless of the language used. The soul knows only what it knows from its own life, but the answer will be truthful to the best of its ability. A single sentence will be the response.
  Borrow: The possessor may borrow any skill, axiom or incantation from the victim's abilities. This must be used in the next three actions or it is lost. The skill does not require the possessor have the prerequisites to use it, but if it boosts a combat skill by adding a d20, that only adds to the possessor's current skill and must be in the proper style. Thus, if taking slashing but the possessor does not have melee fighting, the the attacker still only has 1d20 for an attack with a sword and is considered untrained with anything else. If using an axiom, the cost comes from the possessor's Mind score; however, if it is an incantation, the cost is taken from the ruby. If there is not enough Spirit remaining in the stone, then the invocation does not manifest, but the attempt counts as a usage. Also, if the incantation takes the exact amount to drain all Spirit points, then the ruby crumbles and the soul is released.
Usage: Special/Action
Tree-incarnationDivine Accord and CeremonyFaith 5+
This ritual-skill is only available to the worshipers of Lacerta or Selquerine. After a day-long ceremony, this permanently links the soul of the priest with a tree, usually chosen carefully for its health, vigor, and remote environment. This joins the life force of the elder with that of the tree; as long as the tree lives, the prist ages only one year for each four years that pass. Due to this link, the tree remains exactly the size it was at the time of the ritual. Moreover, the priest’s spirit merges with the tree at the character’s death. No form of reincamation or return to life or other life-restoration used upon the character’s body will work unless the corpse is within 10 feet of the tree. One year after the priest dies, his or her spirit animates the tree as a treant. The chosen tree must he of treant height; the exact size determines the size of the new treant, which possesses the cleric’s memories and personality but has no granted powers, spells or skills from its previous life. It must communicate as a treant. The GM decides whether to consider this treant an NPC or allow the player to control it. However, a priest who uses this ceremony to link with a tree suffers any physical damage inflicted on the tree. For instance, if someone hacks at the tree with an axe and causes 4 Body points of damage, the priest also loses 4 Body points; the priest knows the tree has been harmed but does not know the nature of the injury. If the tree dies but does not sustain enough damage to kill the linked being, the priest is stunned for d6 combat rounds and must make a successful Faith preservation save (DC:20) to avoid death. Spells that heal the priest do not affect the tree. Damage to the priest does not affect the tree. However, it is usually in the priest’s best interest to have some sort of guard for the tree. Obviously, this ceremony can only be performed once.
Usage: Special
TrionfiDivine Accord and CeremonyMuse 3+
This skill allows the priest to use a special deck of cards to foresee the future omens. This reading reveals the results of a specific course of action that is planned to be taken within the near future. The process is slow, requiring between five to ten minutes, but it can make predictions up to three hours into the future, indicating the fortuitous or the inauspicious odds. Much of the result is determined by the GM, who must determine the answer using honest judgment. Results will be “good fortune,” “bad fortune,” “a mixture of fortunes,” or “irrelevant.” But additionally, a short phrase, cryptic rhyme or other clue (such as “but it will be worse for the horses” or “beware the bubbling waters”) can be given by the GM as well. This action cannot be performed again until a short rest has been taken -- but even then, if the action prophesied has not yet been taken, future readings will fail. This skill grows stronger as the Muse score increases. Starting at a score of 4, the future can be portended out to six hours. For each point beyond this, an additional 6 hours can be forecast. Thus, if having a Muse score of 9, the trionfi reading can betoken specific events 36 hours in the future. However, if reading beyond six hours, then a long rest (and the event occurring) must happen before reading the future again.
Usage: Special
Unlife LikenessCrown of the Grave Incantation Faith 5+
For priests who have the crown of the grave incantation as part of their repertoire, they can gain this additional skill which allows the casting of the spell to have a different outcome. Rather than creating skeletons or zombies, a single undead creature of small or tiny size can be animated from either animal or fey origins. Obviously the corpse of the creature must be present. While this seems like a bad trade, it allows the creation of an undead slave with methods of movement of its former self in life. Such as an undead bird could fly, a zombie-worm could burrow and an undead fish could swim. This allows such an undead slave to perform certain simple tasks that traditional skeletons cannot perform. No special communication or link exists, as this new creation effectively acts as a zombie but with fewer Body points. Tiny undead have only 3 Body points while small ones have 6 points. Its AC and any attacks that the creature might have had in life would be used in the calculations as an undead being. However, no more than 2d20 can be used as an attack, and the highest AC possible is 15. These limitations exist even if its living form has better stats. This alternate creation counts towards the total of undead capable of being controlled simultaneously, and like their counterparts, these undead also only remain intact for one month.
Usage: Enhancement
Vampiric GazeEnergy Drain