Divine

The following are spells for Divine magic.

When selecting spells, you can either make a spell to take or learn a premade spell. Premade spells have unique effects while these designed spells are typically standard attacking-type spells.

Spell Creation

When designing a spell you choose which level the spell will be for, and an Effect, Range, and Spread. Each spell created in this manner is always a standard action to cast, and these spells have a duration of Instantaneous as these spells are always spells which immediately come into effect.

You choose what level you want the spell to be when selecting the Effect of the spell. Range and Spread can modify the spell's level. Modifications to a spell's level cannot bring it below 1, and if the spell would be brought above Level 5 you increase the MP cost by every 2 the spell would go over 5 by.

You cannot create spells which would be of a higher level than you're able to cast.

Effect

When creating a spell, you must first choose an Effect. These are the crux of what the spell does when cast. Two effects can be applied to the same spell, however if this is done you decrease the effectiveness of both spell's Effects by one level. Thus if you wanted to create a Level 2 Spell which dealt fire damage and also inflicted a Status Effect, it would count as Level 1 for the damage, available status effects, and maximum status intensity.

Healing Effect

Healing effects will affect only the targets which are healed by the type of divine energy you cast (either Holy or Unholy). Living creatures are healed by Holy while undead creatures are healed by Unholy. Against a creature that would not be healed by the energy type, your spell fizzles out instead of dealing damage to them unlike most spells which create Holy/Unholy healing effects.

Level Healing
1 1d5
2 1d5+1
3 1d10+1
4 1d10+3
5 2d10+6

Recovery Effect

Recovery effects will reduce the effects of a status effect on a target by one step. Which status effects can be cured are dependent on the spell's level.

Level Status Available
1 Fear, Pain
2 Illness, Dazed
3 Stunned, Staggered
4 Blindness, Deafness
5 Paralysis, Confusion

Range

A spell's range determines how far it can go - if it can even go far at all. These serve as modifiers to the spell's overall level.

Range Level Adjustment
Melee -1 Level
Close (6 sq.) +0 Level
Medium (12 sq.) +1 Level
Long (24 sq.) +2 Level
Extreme (48 sq.) +3 Level

Spread

A spell's range determines how much of an area it effects, if it affects an area at all. If Melee is the Range, only Single can be chosen for the Spread.

Spread Type Level Adjustment
Single / Ray +0 Level
Burst +1 Level
Cone +1 Level
Radius +2 Level
Line +2 Level
Spiral +2 Level
Stream +2 Level
  • Ray / Single: This is either a ray or a single target spell. It affects the target it's aimed for, and nobody else.
  • Burst: This spell affects a single target first, then affects other targets adjacent to the original target. The adjacent targets are only deals half damage if damage is chosen. If status effect is chosen, the attack roll is at a -2k0 penalty.
  • Radius: This spell bursts out in a radius from a target square, spreading out from that area. Those within the area of effect take full damage if hit or half damage on a miss, if the effect is a status effect it's negated on a miss instead. The range of the spell is instead used for the radius' spread (for example, a Range of Close uses a Spread of 6 squares), and the Range of the spell is instead multiplied by 5.
  • Line: This spell comes out as a line from the origin square of the spell. Those within the area of effect take full damage if hit or half damage on a miss, if the effect is a status effect it's negated on a miss instead. The range of the spell is instead used for the line's spread which is then multiplied by 5, and the spell's origin square is the caster instead.
  • Cone: This spell comes out as a cone from the origin square of the spell. Those within the area of effect take full damage if hit or half damage on a miss, if the effect is a status effect it's negated on a miss instead. The range of the spell is instead used for the cone's spread, and the spell's origin square is the caster.
  • Spiral: This spell comes out as a spiral from the origin square of the spell. Those within the area of effect take full damage if hit or half damage on a miss, if the effect is a status effect it's negated on a miss instead. This functions as a Line, but after the first 2 squares a new leg is created and turns 90 degrees (left or right, caster's choice), and each round after the first a new leg sprouts and turns 90 degrees. This is done out to the length of the spell if it were a Line, creating the final leg of the spell before dissipating the round thereafter.
  • Stream: This spell comes out as a stream from the origin square of the spell. Those within the area of effect take full damage if hit or half damage on a miss, if the effect is a status effect it's negated on a miss instead. This functions as a Line, but every round for 1d5 rounds, you can move the line as if you had cast it again. Doing this will require a new attack against any enemies caught in the attack after it has been moved.

Special Rules

Some Arcane spells list "untyped" as their damage type in their description. If this is the case, untyped damage is unable to be resisted at all (however still applies to Soak as normal).

Premade Spell List

Spell Name Spell Level MP Cost Description
Heaven's Touch 1 1 Cause yourself, an object, or ally touched to shine like a light.
Sludge of Sin 1 1 Summon a sludge which clings to those who truly deserve it.
Corpse Gore 1 1 Explode a corpse into blood and gore so it can't be raised as an undead.
Mark of Rage 1 1 Mark an enemy and cause them to fly into a furious rage.
Curse of Time 1 1 Slow down an opponent's perception of time, causing them to miss reactions.
Black Cat's Curse 1 1 Force someone to feel incredibly unlucky for a time.
Bless 1 1 Create an aura of soothing calm around yourself which inspires your allies.
Find the Faithful 1 1 Cast a spell which detects religious allegiances if any.
Divine Sever 1 1 Cut someone off from receiving divine spells as easily, forcing healing to go against Spell Resistance.
Sword of Providence 2 4 Create a sword of energy which is skilled at reactionary attacks.
Regenerate Limb 2 4 Help a target regenerate a limb completely.
Effigy 2 4 Create an effigy of your deity or other religious symbol.
Symbol of Calm 2 4 You become the epitome of calm and collected.
Festering Wounds 2 4 Undo a target's recent healing.
Expunge 2 4 Point your finger at a target and cause a target's kidney to rupture.
Repent Sinner 2 4 Viciously attack enemies of your faith.
Sanctify 2 4 Mark a select territory as holy land.
Desecrate 2 4 Taint a select area as unholy land.
St. Michael's Light 3 8 Create a bright heavenly light which deters undead and demons.
Adramelech's Pit 3 8 Create a pit of hellfire which swallows sinners.
Comforting Aura 3 8 Those around you feel reassured and pleasant.
Breath of Life 3 8 You can bring someone back to life who has died within the last couple of rounds.
Raise Dead 3 8 Raise corpses from death as your undead minion.
Unwitting Betrayal 3 8 Force an opponent's ally to attack them.
Cursed Lifelink 3 8 Cause a target's life force to become linked with another's.
Arc of Darkness 3 8 Send out an arc of dark energy which makes the target feel alone.
Divine Warding 3 8 Create a warding which alerts you of enemies entering your territory.
Grasping Hands 4 12 Summon skeletal hands from the ground to grab your feet.
Bestow Immunity 4 12 Grant a target immunity to poisons and diseases for a time.
Specter 4 12 Turn yourself into a spectral being like that or a ghost.
Divine Paradox 4 12 Use divine energy to short circuit and damage machinery.
Fear of God 4 12 Instill the fear of your god into an opponent, making them fear all divine.
Home Base 4 12 You can teleport yourself and your allies to your god's own domain temporarily.
Transfer Disease 4 12 You can transfer a disease you're suffering from to a touched target, and vice versa.
Marionette 4 12 You can briefly control someone like they're a puppet.
Become the Mask 4 12 You can assume the form of a helpless or dead target touched.
The Devil's Prayer 5 16 An ancient spell asking for the Devil to enact vengeance for you.
Ray of Light 5 16 Shine a healing and comforting ray of light.
Family Reunion 5 16 Force a dark family reunion, where your target must kill a spectral form of their family.
Consume Soul 5 16 So long as you are alive, the consumed soul is unable to move onto the afterlife.
Animal Shield 5 16 Summon a small woodland critter to take a hit for you.
Genocide 5 16 Kill all members of a specific race within a mile radius around you.
The Holy Word 5 16 Speak the Holy Words, imparting some divine gift to yourself.
Revive 5 16 Revive someone from death, so long as they've not been dead long.
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