My RPG

A rules-light tabletop RPG by Ron Helwig

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.