Spell desription
A Glass Darkly
6th-level Divination
“For now we see as through a glass darkly,
but then we shall see face to face.
Now I know partially, then shall I know fully.”
-1 Corint hians 13:12
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: 1 hour
You touch a willing creature and speak words in an angelic
tongue, granting the creature the ability to see the influences
from beyond the veil. For the duration, the creature can see into
the spiritual realm, noticing angels, demons, and other spiritual
creatures that would normally be invisible to the mortal eye
out to a range of 120 feet. The creature is also aware of the
presence of angels or demons who are disguised by magic, or
who have a physical form or simulacrum that would otherwise be
undetectable out to a range of 120 feet.
Additionally, you can see a faint glow around creatures who
are actively telling a lie or withholding important information,
and a faint glow around creatures who have a deeply buried
secret. The stronger the feeing of guilt (or the more the secret is
eating away at them), the stronger the glow becomes.
Annunciation
6th-level Conjuration
“The angel of the Lord appeared to them and the
glory of the Lord shone around them.”
-Luke 2:9
Casting Time: 1 action
Range: Self
Components: V, S, M (Some dirt taken from Holy Ground,
and 500 gp worth of incense, which the spell consumes)
Duration: Instantaneous
You open a momentary rift in the veil between the
spiritual and mortal realms, allowing celestial beings of the
heavenly host a few moments to speak to you. The angels
proclaim good news of great joy for all people. It takes 10
minutes for the angels to proclaim their message, and at the
end of the 10 minutes the angels disappear and the rift closes.
Any creatures who were present to hear this announcement
immediately forget the exact words that the angels spoke, but
the feeling of the words remain with them for the next 24 hours,
granting the following benefits.
• The creature becomes immune to being charmed or
frightened
• The creature gains advantage on all ability checks
• The creature’s speed increases by 10 feet.
Ascension
9th-level conjuration
“A chariot of fire came between them,
and Elijah was taken up to heaven.”
-2 Kings 2:11
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Instantaneous
You attempt to enter - body and soul - into the heavenly
realm. You can specify a target destination in general terms,
such as “on the bank of the Glassy Sea” or “in the presence of
Cherubim,” and you may arrive near that destination, at the GM’s
discretion. Your body is physically transported with you as you
enter heaven.
If you cast this spell with selfish or evil intent, as determined
by the GM, the spell fails and you take 12d12 radiant damage and
are knocked prone in the space where you cast the spell.
Aura of Temptation
9th-level Enchantment
“They are falling into temptation which will plunge
them into ruin and destruction.”
-1 Timothy 6:9
Casting Time: 24 hours
Range: Self
Components: V, S, M (a ripe piece of fruit and the skin of
a snake, which the spell consumes)
Duration: Until Dispelled
You call upon the innate stain of original sin in the human
heart, causing all humanoids in the area to feel an inclination to
commit sins of a specified type with greater frequency. When you
cast this spell, you specify a type of sin (lust, greed, sloth, etc.),
creating an aura of temptation toward that sin which radiates out
in a 1-mile-radius sphere. Creatures who enter this area for the
first time on a turn or begin their turn there must make a Wisdom
saving throw against your spell save DC or have their mind filled
with thoughts that tempt them to commit sins of the specified
type. In addition, you cause any of the following effects to take
hold within 1 mile:
• A harmless sensory effect associated with the chosen sin
(example: the smell of baked goods in an aura of Gluttony).
• A recurring minor illusory effect associated with the chosen
sin (such as posters that advertise a local gambling hall in
an aura of Greed).
• Harmless recurring events that mimic the effects of a spell
of first level or lower (such as fog cloud, prestidigitation, or
similar).
Bind with Water
4th-level Conjuration
“Moses stretched out his hand and the water covered
Pharaoh’s army, and not even one escaped.”
-Exod us 14:28
Casting Time: 1 action
Range: 120 feet
Components: S
Duration: Concentration, up to 1 minute
You stretch out your hand, causing tendrils of water to erupt
from the earth at a point within range. Any creatures within a 20-
foot wide, 50-foot tall cylinder centered on that point must make
a Strength saving throw. A creature who succeeds on the save is
ejected to the nearest empty space outside of the cylinder. On a
failed save, a creature is restrained and held aloft by the tendrils
of water. The cylinder can restrain up to 8 “points” worth of
creatures. The number of “points” it takes to restrain a creature is
determined by its size, shown in the chart below.
Size Cost
Tiny or Small 1 point
Medium 2 points
Large 4 points
Huge 8 points
Gargantuan 16 points
At the end of each of its turns, a restrained target can repeat
the saving throw, ending the effect on itself on a success.
At Higher Levels: When you cast this spell using a spell slot
of 5th level or higher, the cylinder can restrain two additional
“points” worth of creatures for each slot level above 4th.
Cenacle
5th-level Conjuration
They locked the doors of the upper room, for they
were afraid of those who persecuted them.
-John 20:19
Casting Time: 10 minutes
Range: 60 feet
Components: V, S, M (a jar of water)
Duration: 12 hours
You conjure a doorway to an extradimensional space within
range. The door is 5 feet wide and 8 feet tall, and you designate
its location when you cast the spell. You and any creature you
designate when you cast the spell can open and close the door
to the extradimensional space, but when the door is closed, it
becomes magically locked as though through the Arcane Lock
spell. The door is immune to all damage, and spells and other
magical effects cannot pass through the door.
Inside the doorway is a simple stone staircase that leads into
an upper room. The upper room is 20 feet wide and 40 feet long,
with windows that give the illusion of looking out over any city
or landscape you choose when you cast the spell. If no landscape
is chosen when the spell is cast, the illusion takes the form of a location of a fond memory of the caster. The room smells of fresh
herbs and spices, and is kept warm by a large stone fireplace set
into the far wall. A long wooden table dominates the center of the
space, with place settings and enough space to accommodate 15
people. The table is already prepared with bread, wine, and any
other foods you specify when you cast the spell.
Cushions and blankets are neatly folded and placed along
the outside of the room, and the walls are adorned with any
pictures, trinkets, or decorations you choose when you cast the
spell. Any food or objects created by this spell are nourishing
and functional, but may not be removed from the upper room.
A creature that takes a Long Rest in this room is immune to any
effects that would interfere with its sleep, such as a Night Hag’s
“Nightmare Haunting,” the Dream spell, or a demon lair’s “Aura
of Temptation.”
When the spell ends, any creatures inside the upper room or
staircase are expelled into the open spaces nearest to the entrance.
All objects and uneaten food created by this spell vanish when
the spell ends.
Covenant
5th-level Divination
“We have not forgotten you,
nor been disloyal to your covenant.”
-Psalm 44:18
Casting Time: 1 action
Range: Self
Components: V, S
Duration: 30 days
You make a promise or contract, binding any number of
creatures you choose within range with magic of covenant
language. The contract must be spoken out loud as the verbal
component of the spell, but may take the form of a song, an
impassioned speech, or a stern exhortation. If a creature can see,
hear, and understand you, the spell marks that creature.
As part of this contract you specify a triggering behavior,
action, or course of activity. Examples of triggers include “if
you break your promise,” “if you speak my name out loud,” or
“if any harm comes to this child.” If a creature marked by this
spell performs the triggering action before the spell ends, you are
immediately alerted to this fact. If you are sleeping, this mental
alert wakes you up.
At Higher Levels: When you cast this spell using a spell slot
of 6th level, you are also alerted to the identity of the creature that
performed the triggering action. When you cast this spell using a
spell slot of 7th level or higher, you are alerted to the creature’s
distance and direction at the time of the triggering event, as well
as its identity.
Create Golem
5th-level Transmutation
“You saw that I was unformed, as a golem”
-Psalm 139:16
Casting Time: 1 hour
Range: Touch
Components: V, S, M (350 pounds of clay, earth, or other substance)
Duration: 24 hours
You shape the clay used in the material component into the
form of a golem. During the casting of this spell, you etch the
Hebrew letter aleph “ א” into the forehead of the golem, imbuing
it with a semblance of life force. The type of golem is chosen
by you during the casting of the spell and must have a challenge
rating of 4 or lower. Any golem created with this spell obeys your
commands without question for the duration of its existence.
As a bonus action on each of your turns you can issue a
command to the golem if it is within 120 feet and can hear you.
Once given a command, the golem will continue to obey it until
the task is complete.
The golem exists for 24 hours, after which it collapses back
into a pile of shapeless earth. To maintain the golem’s existence
for another 24 hours, you must cast this spell on the golem again
before the current 24-hour period ends. This use of the spell
restores the golem’s hit points to full and maintains the golem’s
existence, rather than creating a new golem.
Deluge
3rd-level Conjuration
“You cannot see!
A deluge of water covers you.”
-Job 14:2
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (A vial of rainwater)
Duration: Instantaneous
You conjure a deluge of water that crashes down in a 10-footradius,
40-foot-high cylinder centered on a point you can see
within range. Each creature in this area must make a Dexterity
saving throw. On a failed save, a creature takes 5d8 bludgeoning
damage and is knocked prone. On a successful save, a creature
takes half as much damage and is not knocked prone. The water
then spreads across the ground in all directions, extinguishing
unprotected flames within 30 feet of it, and then vanishes.
At Higher Levels: When you cast this spell using a spell slot
of 4th level or higher, the damage increases by 1d8 for each slot
level above 3rd.
Do Unto Others
1st-level enchantment
“Give to anyone who begs from you.
Do unto others as you would have them do to you.”
-Luke 6:30
Casting Time: 1 reaction
Range: Special
Components: V, S, M (a selfless action, done out of
concern for another’s wellbeing)
Duration: Instantaneous
You weave magic into a simple action, sending ripples into
the metaphysical world. After you offer aid to a creature in need
of help (offering money to a beggar, healing a wounded animal,
performing a favor for a town priest), you can use your reaction
to consecrate the act as a truly selfless offering to God.
If the act was done out of concern for the wellbeing of the
creature rather than out of selfish gain (at the discretion of the
GM), then the fabric of universe shifts in your favor. At some
time in the next 3 days, aid will be given to you in kind taking a
form chosen by the GM. Typically, the aid you receive will reflect
your original selfless action (if you make an offering of money,
you may stumble upon some hidden fortune; if you cast a 3rdlevel
spell to heal a creature’s affliction, you may receive a boon
equal to the effects of another 3rd-level spell); however, the aid
you receive is determined by the GM and is not restricted by the
original action you performed.
You may also cast this spell as a reaction to your own
inaction. For example, if a pickpocket steals your party’s Bag of
Holding and you cast this spell as a reaction rather than giving
chase or seeking revenge, then the spell functions as normal,
treating the contents of the theft as it would an offering to a
beggar. Similarly, casting this spell as you choose not to engage
in a bar fight or other warranted act of aggression may result
in bandits choosing not to attack your party the road during the
following evening.
Every Knee Shall Bend
1st-level enchantment
“Every knee should bend, of those in heaven and on
earth and under the earth.”
-Philippians 2:10
Casting Time: 1 action
Range: 30 feet
Components: V
Duration: Concentration, up to 1 hour
You speak one of the names of God to a creature who can hear
you within 30 feet. The target must succeed on a Wisdom saving
throw or drop to one knee out of respect for the name. On a failed
saving throw, the target’s speed becomes 0, and it is unable to
stand up for the duration.
At the end of each of its turns, and each time it takes damage,
the target can make another Wisdom saving throw. The target
has advantage on this saving throw if it is triggered by taking
damage. On a success, the spell ends.
Greater Atonement
5th-level abjuration (ritual)
“Abraham looked up and saw a ram, which he made
as a burnt offering in place of Isaac.”
-Gene sis 22:13
Casting Time: 10 minutes
Range: 1 mile
Components: V, S, M (incense worth 150 gp and a
sacrificial ram which appears during the casting, both of
which are consumed)
Duration: Instantaneous
During the casting of this spell, a spectral ram appears in
an unoccupied space within 30 feet. The ram then becomes the material component of the spell. At the conclusion of the casting,
all sin within range is dispelled, regardless of type.
This spell dispels the magic of sins that have already been
committed, but does not prevent future sinful action. All creatures
within range are forgiven for their sins; however, creatures are
still responsible for the consequences of such sins. For example,
a creature that commits theft can be forgiven for the sin of greed,
but the theft has still occurred and the creature may still receive
punishment.
Any magic within range that requires sin as a material
component is instantly dispelled, and any simulacra created
by the spell Weave Sin are instantly reduced to 0 hit points and
destroyed.
Hail and Fire
7th-level evocation
“Such heavy hail as had never been seen before
rained down destruction, with flashes of fire and light
in the midst of it.”
-Exodus 9:24
Casting Time: 1 action
Range: 1000 feet
Components: V, S
Duration: Instantaneous
Fist-sized chunks of ice begin raining down to the ground at
four points you can see within range. Each creature in a 30-foot
radius, 40-foot-high cylinder centered on each point you choose
must make a Dexterity saving throw. Each cylinder spreads
around corners. A creature in the cylinder takes 2d6 bludgeoning
damage and 2d6 radiant damage on a failed save, or half as much
damage on a successful one. The spell also deals double damage
objects and structures in the area.
A creature in the area of more than one cylinder is affected by
each one. For example, a creature simultaneously in the area of
all four cylinders takes 8d6 bludgeoning damage and 8d6 radiant
damage on a failed save, or half as much on a successful one.
Induce Envy
3rd-level enchantment
“Then I saw that all toil and all skill in work
come from one person’s envy of another.”
-Ecclesiastes 4:4
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 8 hours
You reach into the subconscious of a creature you can see
within range, filling its mind with the magic of temptation.
The target must succeed on an Intelligence saving throw or be
Charmed by you for the duration. While Charmed in this way, the
target becomes envious of another creature you specify when you
cast the spell.
The target will actively work against the creature of whom
it is envious in subtle ways. The target will not attack the
creature or use violence, but will eavesdrop, spy, gossip, and
blackmail in order to undermine the creature’s status and plans.
Any check made to persuade or deceive the target may be made
with advantage if the target perceives the course of action to be
detrimental to the creature of whom it is envious.
The spell lasts for the duration, or until the target takes
damage. When the spell ends, the target is aware that it has
been acting strangely, but is unable to identify the reason for its
behavior.
Induce Gluttony
3rd-level Enchantment
“Gluttony brings only sickness.”
-Sirach 37:30
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (something edible within 30 feet)
Duration: Concentration, up to 1 minute
You point to a morsel of food, a flagon of ale, a platter of
dessert, or other edible substance within range, imbuing it with
the magic of temptation. Each creature within a 20-foot-radius
sphere, centered on the object must make a Wisdom saving
throw. On a failed save, a creature is Charmed by you. A creature
Charmed in this way is overcome with hunger and will use its
movement and action to move as close to the food or drink as
possible and attempt to consume it. If there is not enough food or
drink to be shared by all creatures Charmed, they may argue over
who gets the last bite or sip, but will not become violent.
At the end of each of its turns, an affected creature may
repeat the saving throw. The effect ends early for a creature that
succeeds on its saving throw, or that takes any damage before the
spell ends.
Induce Greed
3rd-level Enchantment
“This is the way of everyone greedy for loot:
It takes away their lives.”
-Proverbs 1:19
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (any object within 30 feet worth at
least 10 gp)
Duration: Concentration, up to 1 minute
You point to an object within range, imbuing it with the magic
of temptation. Each creature within a 20-foot-radius sphere,
centered on the object must make a Wisdom saving throw. On
a failed save, a creature is charmed by you. A creature charmed
in this way is overcome with a desire to possess the object and
will use its movement and action to move as close to the object
as possible and attempt to pick it up. If multiple creatures are
charmed at the same time, they may squabble over possession of
the object, but will not cause damage to each other.
At the end of each of its turns, an affected creature may repeat the saving throw. The effect ends early for a creature that
succeeds on its saving throw, or that takes any damage before the
spell ends.
Induce Lust
3rd-level Enchantment
If you look at a woman with lust, you have already
committed adultery with her in your heart.
-Matthew 5:28
Casting Time: 1 action
Range: Touch
Components: V, S, M (a bottle of perfume)
Duration: Concentration, up to 1 minute
You touch a creature, imbuing it with the magic of temptation.
When you cast the spell, you designate any number of creatures
you can see to be unaffected by it. When a creature sees the target
for the first time or starts its turn with the ability to see the target,
it must make a Wisdom saving throw or become Charmed. A
creature Charmed in this way is incapacitated, has a speed of
0, and cannot speak as it stares dumbfounded at the beauty of
the target. Creatures of a different creature type than the target
automatically succeed on their saving throw. Creatures that would
not normally be attracted to the sex of the target may make their
saving throw with advantage.
At the end of each of its turns, an affected creature may
repeat the saving throw. The effect ends early for a creature that
succeeds on its saving throw, loses sight of the target, or that
takes any damage before the spell ends.
Induce Pride
3rd-level Enchantment
“Pride goes before disaster,
and a haughty spirit before a fall.”
-Proverbs 16:18
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (A peacock feather)
Duration: Concentration, up to 1 minute
You cause creatures in a certain area to become
embarrassingly prideful. Each creature within a 30-foot-radius
sphere, centered on a point you choose within range, must
make a Charisma saving throw. On a failed save, a creature is
Charmed by you for the duration. A creature Charmed in this
way is overcome with pride in its appearance, strength, and
accomplishments. During its turn, an affected creature must
perform a random prideful action determined by rolling a d4.
1. Boast. The creature spends its breath proclaiming how
great it is. It cannot use actions that require a mouth
(including bite attacks, breath weapons, and spells with a
verbal component) this turn. Creatures that are unable to
speak simply roar a prideful roar.
2. Strut. The creature spends its entire movement to show off
its figure, moving at half speed in a random direction.
3. Flex. The creature spends its action to make an Athletics
or Acrobatics check to show off its physical power.
4. Pose. The creature’s movement becomes 0 for this turn as
it strikes a pose. It can still take actions this turn.
While a creature is affected in this way, it has disadvantage on
Wisdom (Perception and Insight) checks. At the end of each of its
turns, an affected creature may repeat the saving throw. The effect
ends early for a creature that succeeds on its saving throw, or that
takes any damage before the spell ends.
Induce Sloth
3rd-level Enchantment
“This is the way of everyone greedy for loot:
it takes away their lives.”
-Proverbs 1:19
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a sprig of lavender)
Duration: Concentration, up to 1 minute
You force a creature you can see within 30 feet to be
overwhelmingly lazy. The creature must succeed on a
Constitution saving throw or gain one level of exhaustion. A
creature that has one or more levels of exhaustion automatically
succeeds on its saving throw against this spell.
Induce Wrath
3rd-level Enchantment
“A harsh word stirs up wrath.”
-Proverbs 15:1
Casting Time: 1 action
Range: 30 feet
Components: V
Duration: Concentration, up to 1 minute
You cause wrath and violence to break out unexpectedly
among allies. Each creature within a 20-foot-radius sphere,
centered on a point you choose within range, must make a
Wisdom saving throw. On a failed save, a creature is Charmed
by you and draws a weapon. A creature affected in this way
perceives all creatures it can see as enemies, and will use its
action on its turn to attack the nearest creature to it. If a creature
it perceives as an enemy provokes an opportunity attack, it must
use its reaction to make an opportunity attack.
At the end of each of its turns, an affected creature may repeat
the saving throw. If the creature has taken damage, it makes the
saving throw with advantage. The effect ends early for a creature
that succeeds on its saving throw.
Lesser Atonement
2nd-level abjuration
“Those who ministered to the Lord
offered the daily burnt offering.”
-Judith 4:14
Casting Time: 1 action
Range: Self
Components: V, S, M (a burnt offering, specific to the type
of sin to be forgiven, which is consumed)
Duration: Concentration, up to 1 hour
Cleansing energy radiates out from you in a 30-foot radius.
Until the spell ends, the aura moves with you, centered on you.
The magic of sin is dispelled inside of this radius, and any
creature that enters this area for the first time on its turn or begins
its turn there is instantly forgiven for sins associated with the
chosen type.
When you cast this spell, you name a specific type of sin
to be dispelled. The type can be pride, wrath, envy, gluttony,
greed, sloth, or lust. The type named also determines the material
component (shown in the table below), which must be burnt and
consumed during the casting of the spell.
Any magic within this aura that requires sin as a material
component is instantly dispelled, and any simulacra created by
the spell Weave Sin (using sin of the chosen type) take 27 (6d8)
force damage when it enters this space for the first time on a turn
or ends its turn there.
Sin Burnt Offering
Envy A rare, or rarer magic item
Greed A gem worth 500 gp or more
Gluttony The fangs of a dragon
Lust The heart of a creature killed in self-defense
Pride The spellcasting focus of the caster
Sloth A stone taken from the peak of a mountain
Wrath The tears of a unicorn, freely given
Magnificat
1st-level abjuration
“My soul magnifies the Lord, and my
spirit rejoices in God my savior.”
-Luke 1:46
Casting Time: 1 action
Range: Self
Components: V
Duration: 1 hour
A protective aura surrounds you as you sing a song of praise
to God. For the next hour, if a creature targets you with a spell
or ability that requires you to make a saving throw, the creature
instantly takes 2d10 radiant damage and this spell ends.
At Higher Levels: When you cast this spell using a spell slot
of 2nd level or higher, the damage increases by 1d10 for each slot
level above 1st.
Manna and Quail
1st-level conjuration
“I will rain down bread from heaven.”
-Exodus 16:4
Casting Time: 1 action
Range: 30 feet
Components: V
Duration: Instantaneous
You offer a prayer to the heavens, and suddenly the ground
is covered with a flaky white substance called “manna” at a
point you choose within range. The manna has a familiar texture
that you cannot quite place, and tastes of wafers made with
wild honey. A creature that eats the manna gains 1d6 temporary
hit points and enough nourishment for 1 day, regardless of the
amount eaten. This spell provides enough manna to nourish 6
creatures.
Manna cannot be stored overnight, and spoils the following
day at dawn, becoming filled with worms and giving off a foulsmelling
odor.
If this spell is cast in the moonlight, the manna instead takes
the form of spectral quail that cover the ground. The effects of
eating the quail are the same as eating the manna.
Mark of Cain
6th-level necromancy
“If anyone harms Cain,
Cain shall be avenged 7 times.”
-Genesis 4:15
Casting Time: 1 action
Range: 30 feet
Components: S
Duration: Concentration, up to 1 minute
The Hebrew letter “Vav” appears on your forehead as you
point at a creature you can see within range. An identical mark
burns itself into the forehead of the target, magically tethering
itself to the mark on your own. Whenever you take damage, the
target must make a Constitution saving throw. On a failed save,
you take half of the damage (rounded down), and the target takes
the remaining damage.
Paraclete
5th-level conjuration
“The Father will send you a paraclete,
he will teach you and remind you.”
-John 14:26
Casting Time: 10 minutes
Range: Self
Components: V, S, M (an olive branch)
Duration: 24 hours
A pure white dove descends from above to perch on your
shoulder. The dove remains with you for the next 24 hours, or
until you dismiss it as a bonus action. The dove has a fly speed
of 40, and follows your movements unless you request that it
go elsewhere. The dove is immune to all damage, cannot be
targeted by spells, cannot have its speed reduced, and is immune
to being paralyzed or restrained. The dove understands all spoken
languages but cannot speak.
The dove may perform simple actions for you (such as
delivering a letter or retrieving an item), but the dove is entirely
devoted to the will of God. If you or any of your companions
attempt to trick or coerce the dove into performing an evil action,
it vanishes and the spell ends. As long as the dove remains with
you, you gain the following benefits:
• You, and up to 8 other creatures you designate when you
cast the spell, may add 1d4 to all ability checks, as though
by the guidance cantrip
• The dove sheds bright light out to a radius of 30 feet. As a
bonus action, you can request the dove to dim or extinguish
the light.
• Once before the spell ends, when you cast a spell with a
range of Touch, the dove can deliver the spell for you as if
it had cast the spell. If the spell requires an attack roll, you
use your attack modifier for the roll. Once you have cast a
spell through the dove in this way, the dove immediately
vanishes and the spell ends.
Pentecost
9th-level divination
“There came a noise like a strong driving wind,
and tongues of fire came to rest on each of them.”
-Acts 2:2
Casting Time: 1 action
Range: 1 mile
Components: V, S, M (a dove’s feather)
Duration: Concentration, up to 10 minutes
Dark clouds form in the sky, and a violent wind shakes
structures within 1 mile. Motes of fire appear in the sky and come
to hover over 12 creatures within range that you designate when
you cast the spell (one of which can be you). Creatures affected in
this way gain the following benefits:
• You are immune to the Frightened condition.
• Any creature that can understand a language can understand
you, regardless of the language you speak.
• You can understand all spoken languages.
• You have advantage on Charisma checks and Charisma
saving throws.
If you maintain concentration on this spell for the duration,
the effects become permanent.
Pillar of Cloud
6th-level divination
“By day the Lord went ahead of them in a Pillar of
Cloud to guide them on their way.”
-Exodus 13:21
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Concentration, up to 1 day
Your prayers for guidance are answered as a swirling pillar of
pure white cloud reaches down from the heavens and hovers in a
space you can see within range. You speak the name of a creature,
location, or item with which you are familiar, or which you can
describe with sufficient detail. The pillar of cloud instantly moves
in the direction of the most efficient path toward the target, but
stops to wait if it moves further than 30 feet ahead of you. The
pillar leads you in the most direct and efficient physical path to
the target, but this path will not necessarily be the safest. As a
rule, the pillar will automatically lead you around any terrain that
would require an ability check to pass, leading you to a bridge
to cross difficult waters or to a hidden goat path to avoid a rocky
mountain climb. However, the pillar is not aware of threats
unrelated to the landscape, and you may still run into a group of
bandits waiting to ambush you, violent weather, or unfriendly
beasts in the wilderness.
Pillar of Fire
4th-level evocation
“Then the Pillar of Fire moved between Israel and
the army of Egypt, so that Pharaoh could not attack
during the night.”
-Exodus 14:19
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Concentration, up to 8 hours
You call down a pillar of swirling flame from heaven. The
pillar hovers in a space you can see within range. The pillar of
fire sheds bright light in a 20-foot radius and dim light for an
additional 20 feet. Any creature hostile to you that comes within
5 feet of the pillar, or ends its turn there, must succeed on a
Dexterity saving throw. The creature takes 10 fire damage on a
failed save, and half as much on a successful one. Each time the
pillar deals damage to an enemy its form becomes smaller, and
its light, dimmer. When the pillar has dealt a total of 80 damage,
it fades away entirely and the spell ends. As a bonus action, you
can command the pillar to move up to 25 feet in a turn. The pillar
deals damage to enemies as it moves, but has no effect on objects
or structures.
Scapegoat
3rd-level abjuration
You shall bring forward a goat,
And lay upon its head the iniquities of the people.
-Leviti cus 16:20
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Concentration, up to 1 hour
You call forth a celestial spirit that takes the shape of a
spectral goat in a space you can see within range. The scapegoat
is a small celestial with an AC of 10 and 4d8 hit points. When
a creature you can see within 30 feet of the goat would take
damage, you may use your reaction to transfer half of the
damage, rounded up, to the goat. You may transfer this damage
even if the total damage the goat would receive is greater than
its remaining hit points. When the goat drops to 0 hit points or
fewer, it vanishes and the spell ends.
The goat has a hovering speed of 30, and follows your
movements for the duration. As a bonus action, you may
command the goat to use its movement to follow an ally, stay in
a specific location, or follow you. The scapegoat is unaffected
by difficult terrain, cannot have its speed reduced, is immune to
being paralyzed or restrained, and does not need to make climb
checks. Since the scapegoat is technically hovering above the
ground, it also does not trigger traps or other effects that respond
to a creature’s weight. The scapegoat is incorporeal, and cannot interact with items or its environment in any way.
Casting at Higher Levels. When you cast this spell using a
spell slot of 4th level or higher, the scapegoat’s hit points increase
by 1d8 for each spell slot above 3rd.
Summon Angel
6th-level conjuration
“The Lord commands his angels
to guard you wherever you go.”
-Psalm 91:11
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a piece of parchment or other
material onto which is inscribed the true name of an angel)
Duration: Instantaneous
You call out the name of an angel of the Lord. You choose the
angel’s type, which must be of challenge rating 5 or lower, such
as a Messenger Angel, Guardian Angel, or Challenger Angel.
The angel appears in an unoccupied space you can see within
range. The angel disappears when it drops to 0 hit points or when
it decides to return to the heavenly realm.
The angel is obedient to the will of God alone, and is under
no compulsion to behave in any particular way. You may
respectfully request the angel’s aid, but it is not obliged to help
you.
Examples of tasks that an angel may willingly perform
include: delivering a message, providing advice, rescuing an
innocent person from danger, or engaging in combat with a
demon. An angel will not commit an act of violence against a
mortal creature unless in defense of another mortal creature’s life,
and even then will use nonlethal damage. An angel can provide
excellent and insightful advice, but it is not omniscient and its
advice is limited to its own experience of the universe.
If the angel decides that it is the will of God that it should
assist you, it will remain on earth until your request is complete.
If you are rude to the angel, or if it deems your request to be
against the will of God, the angel will disappear at once.
Summon Cherubim
9th-level conjuration
Blessed are you who look upon the Cherubim.
-Daniel 3:55
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a piece of parchment or other
material onto which is inscribed the true name of a
Cherubim)
Duration: instantaneous
You call out the true name of one of the guardians of the
heavenly throne. All creatures (including you) within 120 feet
take 2d6 thunder damage as the fabric of reality is torn asunder
with a thunderous noise. A cherubim steps through this portal,
appearing in a space you can see within range. The cherubim
disappears when it drops to 0 hit points or when it decides to
return to the heavenly realm.
The cherubim is obedient to the will of God alone, and is
under no compulsion to behave in any particular way. You may
respectfully request the cherubim’s aid, but it is not obliged to
help you.
Cherubim may agree to answer a question or questions,
deliver a message, or enter combat against a demon. The
cherubim have existed since before the creation of the world, and
thus possess near infinite knowledge. However, a Cherubim will
not share knowledge that could be used for selfish gain or evil
intent. A cherubim will also not commit any act that it perceives
to be contrary to the will of God. If you are rude to the cherubim,
or if it deems your request to be against the will of God, there is
an equal chance that it will either disappear or attempt to strike
you down.
Tehom
5th-level conjuration
“Now you are swallowed up by the seas,
in the depths of the waters.”
-Ezekiel 27:34
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a vial of water taken from any body
of water)
Duration: Concentration, up to 1 minute
A swirling whirlpool of 5-foot-deep water appears in a 30-foot
radius centered on a point you can see within range. The point
must be on the ground or in a body of water. Until the spell ends,
that area is difficult terrain, and any creature that enters it for the
first time on its turn or starts its turn there must make a Strength
saving throw. A creature takes 4d8 bludgeoning damage and
is pulled 15 feet toward the center on a failure. A creature that
succeeds its saving throw takes half as much damage and is not
pulled.
If a creature begins its turn at the center of the whirlpool and
fails its saving throw, it immediately disappears and is magically
teleported into a distant body of water, in the exact spot from
which you drew the vial of water used as the material component
of the spell. The target remains there until the spell ends, at which
point the target reappears in the nearest unoccupied space to the
one it left.
If you maintain concentration on this spell for the full
duration, vanished creatures do not return.
Torrent of Water
3rd-level conjuration
“A river has swept away their foundations.”
-Job 22:16
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (A smooth stone taken from a
riverbed)
Duration: Concentration, up to 1 minute
A river flows up from the ground at a point you choose within range. You can make the river up to 60 feet long and 10
feet wide, and the river can be shaped in any way you choose as
long as it makes a continuous path along the ground. The river is
considered difficult terrain. You choose the direction the water is
flowing when you cast the spell. The river lasts for the duration.
When the river appears, each creature within its area must
make a Strength saving throw. On failure a creature takes 2d10
bludgeoning damage and is pushed 10 feet in the direction of the
water’s flow. On a successful saving throw, the creature takes half
as much damage and is not pushed. A creature must make this
saving throw when it enters the area of the river for the first time
on its turn, or when it begins its turn there.
Transubstantiation
7th-level transmutation
“Aaron raised his staff and struck the waters
of the Nile, and it was changed to blood.”
-Jo b 14:2
Casting Time: 1 action
Range: 120 feet
Components: S
Duration: Instantaneous
You choose a volume of any nonmagical liquid that you can
see that fits within a 40-foot cube within range, permanently
changing it into an equal volume of a different nonmagical liquid.
Examples include turning water into wine or turning a river into
blood.
You must be intimately familiar with the type of liquid it is to
become. For example, you cannot produce a vintage of wine that
you have never tasted yourself, and if you transmute a liquid into
blood, the blood is identical to your own.
Turn the Other Cheek
2nd-level abjuration
“When someone strikes you on your right cheek,
turn the other one to him as well.”
-Matth ew 5:39
Casting Time: 1 reaction
Range: Self
Components: S
Duration: 1 minute
Whenever you take damage from a creature’s attack, you
can use your reaction to turn the other cheek to your attacker. The
attacking creature must succeed on a Wisdom saving throw or it
is turned for the duration.
A turned creature must spend its turns trying to move as far
away from you as it can, and it cannot willingly move to a space
within 30 feet of you. It also cannot take Reactions. For its action,
it can use only the Dash action or try to Escape from an Effect
that prevents it from moving. If there’s nowhere to move, the
creature can use the Dodge action.
If the creature takes damage before the spell ends, it may
repeat the saving throw, ending the effect on itself with a success.
Unum in Christo
5th-level transmutation
“We are now one body, one spirit.”
-Ephe sians 4:4
Casting Time: 10 minutes
Range: Touch
Components: V, S, M (a trinket gifted to you by the target)
Duration: 24 hours
You touch a willing creature with whom you are familiar,
recognizing the spiritual bond you share with it and designating it
as the target.
Until the spell ends, you ignore the range and sight restrictions
on any spells with a range greater than Touch when this creature
is the target of the spell. This allows you to target the designated
creature over any distance, as long as it is on the same plane of
existence.
Visitation
6th-level conjuration
Casting Time: 1 minute
Range: Special
Components: V, S, M (an object or trinket, previously
taken form the target)
Duration: 10 minutes
Choose a creature or location with which you are familiar as
the target of the spell. The target must be on the same plane of
existence as you. You enter a trance-like state as a copy of your
physical form coalesces in an unoccupied space within 30 feet of
the target. Creating this copy of yourself takes 1 minute, during
which time you are incapacitated and cannot move. This copy
is identical to you in every way, and for the duration of the spell
you may move and act as normal in the form of this copy.
The copy has your same game statistics and abilities, but
it does not possess any weapons, armor, or items from your
inventory, appearing clothed in a simple white tunic. Your copy
can cast spells of 3rd level or lower as normal, using your spell
slots. Your copy has 4d8 hit points.
For the duration of the spell you may move and take actions
as normal, and can physically interact with your environment and
other creatures. If your copy is reduced to 0 hit points, it vanishes
in a cloud of mist, and the spell ends early.
When the spell ends, your consciousness returns to your body
and your trance ends. Any items worn or carried by your copy
remain where they are, dropping to the ground in the space where
your copy vanishes.
Walk in Shadow
5th-level transmutation
“Swift is the shadow that does not abide.”
-Jo b 14:2
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 1 hour
Your body melts into two-dimensional darkness, appearing
as a mere shadow on the wall. Anything you are wearing or
carrying is absorbed into your shadow form. The shadow looks
like your normal shadow, but with no apparent source. While
in this form, you move across surfaces and up and down along
walls as a shadow does. Your shadow form is visible to creatures
who are looking for it, but you may make all Stealth checks
with advantage while in this form. You have darkvision out to
a range of 120 feet. Also, regardless of the light available in the
space, you are not able to see color and instead regard the world
in shades of gray. Similarly, sound becomes more obscured and
nearby voices sound muffled. You make all Perception checks
that rely on sound with disadvantage.
While moving as a shadow, you can move up, down, and
across vertical surfaces as well as along floors and ceilings at
your normal walking speed. You are also unaffected by difficult
terrain, cannot have your speed reduced, and are immune to being
paralyzed or restrained while in your shadow form. You can,
however, still take damage from attacks and can still suffer other
negative effects. You cannot pick up or physically interact with
objects while in this form.
You are treated as shadow for the purpose of determining
spaces you can occupy. You may be able to slide along the floor
to pass beneath a locked door, provided there is a gap, but you
cannot slide beneath an object that is sitting squarely on the
ground (your form would instead move up the side of the object
and across its top).
Weave Sin
8th-level Necromancy
“Thus death came to all,
because all have sinned.”
-Rom ans 5:12
Casting Time: 24 hours
Range: Touch
Components: V, S, M (Sinful acts of a certain type being
committed within a 1 mile radius of the spells casting)
Duration: Instantaneous
You shape the fabric of sin itself to create a magical construct
called a “simulacrum.” This simulacrum is the personifcation of
the accumulated sin, but otherwise appears to be a normal human
person. When the casting time for the spell is complete, your
body enters into a dormant state as your consciousness enters the
body of the newly created simulacrum. Once the effects of this
spell take hold, they last until the simulacrum is destroyed.
The process of casting this spell is difficult, and requires an
abundance of sinful acts being committed within a 1 mile radius
for the duration of the casting. The type of sin being committed
(lust, greed, sloth, etc.) affects the statistics and abilities of the
simulacrum produced. Only one simulacrum can be controlled at
a time. If you cast this spell again, any currently active simulacra
are instantly destroyed.
The created simulacrum is the physical manifestation of
sin, and is therefore extremely vulnerable to repentance and
forgiveness. A simulacrum that enters in the aura of a lesser
atonement spell or similar magic is instantly destroyed.
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