Divine Spells
Divine spells are prayers answered by gods, saints, or ideals. Theurgy grants them (see its Prayers Core Feature). Divine damage is Radiant.
Cantrips
Divine Retribution
Tier: Cantrip (Tier 0)
Tags: Divine, Radiant
Roll: Reflex Resistance
Range: 60 feet
Target: One creature you can see
Duration: Instant
Action Cost: 1
Radiant flame descends on the target. It rolls Reflex Resistance (cover gives it no help). On a failure it takes 1d8 Radiant damage (+1d8 per caster Tier above 1, max 4d8).
D&D players: this is like Sacred Flame.
Heaven’s Nudge
Tier: Cantrip (Tier 0)
Tags: Divine, Blessing
Roll: None
Range: Touch
Target: One willing creature
Duration: Until used or 1 minute
Action Cost: 1
The target has Advantage on its next roll. Only one Heaven’s Nudge may be on a creature at a time.
D&D players: this is like Guidance. In this game it grants Advantage, not +1d4.
Blessing of Life
Tier: Cantrip (Tier 0)
Tags: Divine, Healing
Roll: None
Range: Touch
Target: A creature at 0 HP
Duration: Instant
Action Cost: 1
If the target is Dying (chose Risk Fate and is not yet dead), it becomes Stable at 0 HP.
Candle of Faith
Tier: Cantrip (Tier 0)
Tags: Divine, Light
Roll: None
Range: Touch
Target: An object
Duration: 1 hour
Action Cost: 1
The object glows with warm light in a 20-foot radius. Undead and fiends in the light can’t be Hidden.
Chastening Light
Tier: Cantrip (Tier 0)
Tags: Divine, Radiant, Reaction
Roll: Attack: your Domain Aspect vs. Evasion
Range: 15 feet
Target: One creature
Duration: Instant
Action Cost: 1 (Reaction)
⚡ Reaction: when a creature within 15 feet moves away from you or from an ally within 5 feet of you. On a hit, 1d6 Radiant damage (+1d6 per caster Tier above 1, max 4d6).
Tier 1
Blessing of Healing
Tier: Tier 1
Tags: Divine, Healing
Roll: None
Range: Touch (or 30 feet for +1 AL)
Target: One creature
Duration: Instant
Action Cost: 2
The target regains 1 HP. If it was at 0 HP and has not chosen a death option, it wakes and skips the death options.
Enhancements:
- +1 HP if you mark 1 Stress
- +1 HP at caster Tier 3
Searing Mark
Tier: Tier 1
Tags: Divine, Radiant
Roll: Attack: your Domain Aspect vs. Evasion
Range: 120 feet
Target: One creature
Duration: Instant
Action Cost: 2
A flash of holy light. On a hit, 2d8 Radiant damage, and the next attack against the target before the end of your next turn has Advantage.
Enhancements:
- Upcast: +1d8 per caster Tier above 1
D&D players: this is like Guiding Bolt.
Hallowed Ward
Tier: Tier 1
Tags: Divine, Abjuration
Roll: Willpower Resistance (attacker)
Range: 30 feet
Target: One creature
Duration: 1 minute
Action Cost: 1
Any creature that tries to attack the warded target rolls Willpower Resistance against your casting roll; on a failure it must choose another target or lose the attack. The ward ends if the target attacks or casts a harmful spell.
Enhancements:
- +1 target (separate ward) at caster Tier 3
- Duration 10 minutes at caster Tier 4
D&D players: this is like Sanctuary.
Benediction
Tier: Tier 1
Tags: Divine, Blessing
Roll: None
Range: 30 feet
Target: Up to 3 creatures
Duration: 1 minute (sustain: 1 AL per turn)
Action Cost: 2
While you sustain it, each target has Advantage on one roll each round (its choice).
Enhancements:
- +1 creature at caster Tier 2, Tier 3, and Tier 4 (max 6 at Tier 4)
D&D players: this is like Bless.
Word of Command
Tier: Tier 1
Tags: Divine, Enchantment
Roll: Willpower Resistance
Range: 60 feet
Target: One creature that understands you
Duration: Its next turn
Action Cost: 1
Speak one word: Halt, Drop, Flee, Kneel (Prone), or Approach. On a failed Willpower Resistance, it obeys on its next turn.
Enhancements:
- +1 creature within range at caster Tier 3 (same word)
D&D players: this is like Command.
Tier 2
Spiritual Uplift
Tier: Tier 2
Tags: Divine, Healing
Roll: None
Range: Touch
Target: One creature
Duration: Instant
Action Cost: 2
End one condition on the target (Distracted, Frightened, Sightless, Deafened, Slowed, or a disease or poison), or remove 1 level of Exhaustion.
Enhancements:
- End two conditions (or one condition and 1 Exhaustion) at caster Tier 4
D&D players: this is like Lesser Restoration.
Host of Light
Tier: Tier 2
Tags: Divine, Radiant
Roll: Willpower Resistance
Range: Self, 15-foot radius
Target: Enemies around you
Duration: 1 minute (sustain: 1 AL per turn)
Action Cost: 3
Spirits of light circle you. Enemies in the area are Slowed, and an enemy that starts its turn there rolls Willpower Resistance, taking 2d8 Radiant damage on a failure or half on a success.
Enhancements:
- Upcast: +1d8 Radiant per caster Tier above 2
- Radius 20 feet at caster Tier 4
D&D players: this is like Spirit Guardians.
Mending Prayer
Tier: Tier 2
Tags: Divine, Healing
Roll: None
Range: 30 feet
Target: Up to 3 creatures
Duration: Instant
Action Cost: 3
Each target regains 1 HP and reduces 1 Stress.
Enhancements:
- +1 creature at caster Tier 3 and Tier 4 (max 5)
- +1 HP each if you mark 1 Stress
D&D players: this is like Mass Healing Word.
Tier 3
Breath Returned
Tier: Tier 3
Tags: Divine, Healing
Roll: None
Range: Touch
Target: A creature that died within the last minute
Duration: Instant
Action Cost: 3 (and mark 2 Stress)
The creature returns to life with 1 HP. It cannot undo Blaze of Glory, old age, or a body that is destroyed.
Enhancements:
- Within the last 10 minutes (instead of 1 minute) at caster Tier 4
D&D players: this is like Revivify.
Banishing Word
Tier: Tier 3
Tags: Divine, Abjuration
Roll: Willpower Resistance
Range: 60 feet
Target: One undead, fiend, or spirit
Duration: 1 minute
Action Cost: 3
The target rolls Willpower Resistance. On a failure it is cast out of this world (or back to its grave) for the duration; if the duration ends, it returns where it was.
Enhancements:
- +1 target for each extra 1 Action Load (max +2)
D&D players: this is like Banishment.
Tier 4
Mantle of Heaven
Tier: Tier 4
Tags: Divine, Abjuration
Roll: None
Range: Self, 30-foot radius
Target: You and allies
Duration: 1 minute (sustain: 1 AL per turn)
Action Cost: 4
You and allies in the area have Advantage on Resistance rolls, and enemies that hit one of you in melee take 2d8 Radiant damage.