Rules

Enchanted Realms Rulebook

 
 Basic Game Rules 
 Magic 
 Divine Magic

Divine Magic

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
Lacerta Selquerine
Shire Matriarchs Skabronrhirs
Voluperi Unique Deity

Once the province is determined, then the skill of Divine Accord is required to gain access to the incantations of divine magic of that province. All incantations marked with tags of provinces. It is only available to a priest if the province devoted to is tagged in the incantation.

After obtaining divine accord, a list of potential incantations becomes available. To learn more about an individual priest’s list of incantations able to be cast, see Incantations Granted. 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 maximum Faith score.

FaithSpirit CostDevout CacheOne-Third*
10212 4
11320 (+8)6
12429 (+9)9
13539 (+10)13
14651 (+12)17
15766 (+15)22
16884 (+18)28
179105 (+21)35
1810129 (+24)43
1911156 (+27)52
2012186 (+30)62
2112216 (+30)72
2212246 (+30)82
2312276 (+30)92
2412306 (+30)102
2512336 (+30)112

A priest is able to cast an incantation based first on the degree of one’s Divine Accord skill. The entry-level skill permits a cleric to recite the prayers and incantations that have a cost of 3 Spirit points or lower. When acquiring the power of Divine Accord II, the priest can invoke divine magic having a cost up to 8 Spirit points. For miracles performed beyond that cost, having a cost of 9 or more points, one must have reached the level of Divine Accord III. Further, the pious one, must also have a max Faith score to match the table to the left.

When the prayer has been called, that incantation’s cost is subtracted from the priest's current Spirit score. While more details will be given later, a few Spirit points may be recovered after a short rest, and even more will be restored after a long rest. If the current score is below the desired incantation (despite one's Faith score), it can still be cast; however, this will place the priest in serious danger of a spiritual death.

The Devout Cache is a reference to the list of usable incantations which have been personalized for the cleric. This customized list based from what is available in the province of worship and is built by either the player or by the GM.

The spells in the list are built based on points of the priest’s Devout Cache, which is the maximum value of the sum of list’s Spirit cost. Once an incantation 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. On special occasions, based on the will of the worshiped deity, the GM may allow the list to be altered for a specific mission or divine quest. It is always possible that the GM may act as the deity and alter the list of usable incantations.

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 species 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 Religions sub-section.

All deities for the Terrac (Dwarven, Gnomes) species have a province; however, none grant incantations for that province that cost greater than 6 Spirit points. Instead all natural terracs, and other species 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 Religions sub-section.

The nhoblits 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, Nhoblit Vengeance, Intuition, Opportunity, Tricker's Blessing. For more details about the Celestrashire, see the Religions sub-section.

Jen'esse 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 breed, this entity has ascended to the status of an evil god. The collection of beliefs, ceremonies, rituals and worship of the Jen'esse 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 Religions sub-section.

The jzaka have a religion specific to their origin, known as Voluperi. Their culture is an interesting one where the priests work together for the betterment of their society, but the different perspectives of the churches place them at odds at times. The details of this belief can also be found in the Religions sub-section.

Divine Pleas

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. The deity is not in constant attention of all pleas; thus, many of these prayers are answered by kami in the service of the godly power. As stated above, when cast the incantation’s cost is subtracted from the priest's current Spirit score. When in combat, the holy one begins the prayer on the initiative, then announces the character is “casting” and the prayer manifests at the new initiative value based on the time of citation (casting time). Some incantations will require the use of a 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.”

When whispering a silent prayer, the incantation 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 TM: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 incantation does not have other requirements listed. Further, the only incantations that can be used with the silent prayers method are the same list of powers designated by the divine preservation symbol. And finally, if using incantations is deemed at disadvantage, then the adjustments are the same as if using a silent prayer.

With divine powers have some incantations which require concentration (effectively chanting). While the priest is concentrating, no reactions can be performed. Further, no new magic effects: axioms, cantrips or incantations can be cast or even magic devices activated (unless specifically stated). This clearly means that partaking in conversations if also off-limits, but observing the surroundings and making normal Awareness checks are perfectly legitimate. If the priest takes an action that stops the chanting, such as drinking a potion, then the concentration ends; however, healing salves can be applied. Combat attacks, whether melee or at range, can be performed but at disadvantage. Further, movement rate is halved 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 priest is permitted a save against a TM:10 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.

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 incantation 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 incantation 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.

Spiru-Dynamics

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 minor wounds incantation costs 2 Spirit but could potentially produce 4 Body points in return. This also true for treat mind.

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 spirit 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.

Holy Ground

What defines a church.

With the commission skill, “holy ground” is consecrated and created. However, what does this really mean?

First, this creates the same effect as if the area were inside a protection from evil circle, like that of extrapalar alliance; however, the protection extends to other creatures, including undead and fey.

Any priests of an opposing deity will also have difficulty entering the ground without an invitation, requiring to make a Faith save against TM:10. Failure indicates the number of minutes (5 rounds) delayed to enter based by how much the save missed, e.g., a total score of 8 would mean it requires two minutes for the opposing priest to step unto the commissioned ground. Further, once inside an opposed sacred space, incantations are cast with difficulty, as if using silent prayers even for normal use.

Secondly, any turn undead or holy turning originating from within the “holy ground” gains a +4 bonus for those attuned to the temple; however, those not of the faith attempting to turn undead in an “unholy” place will have a reduction in effect, a -2 penalty of points on the smite from the turning. Further, opposing clerics become subject to holy turning (normal saves) as if celestials/fiends when on “holy ground.”

Moreover, any dead body interred in a sacred site cannot be turned into an undead creature. Finally, all creatures of worship and follower of said deity (not just priests) gain +4 to all saves required while on holy ground.

Incantations Granted

IncantationCalamityCommunityDeathDeceptionEarthFireKnowledgeLifeNatureSeaSkyWarOther
Spirit Cost 1
Bless Meal 
Create Flame 
Decompose 
Detect Evil 
Detect Good 
Detect Harmful Gas 
Detect Magic 
Detect Metals and Minerals 
Detect Runes 
Leaf Into Dagger 
Prestidigitation 
Re-preserve 
Reduce Anxiety 
Reduce Pain 
Reduce Spite 
Speak with Animals 
Torch 
Treat Minor Body Damage 
Treat Minor Mind Damage 
Spirit Cost 2
Aid Movement 
Alter Fate 
Analyze Portal 
Animate Dirt 
Bane 
Battle Cry 
Battle Fate 
Black Cairn 
Blood Wind 
Bolt 
Bread Crumbs 
Breathsense 
Burden 
Celestial Fist 
Chain of Eyes 
Clarity 
Cloud of Fungus 
Compelled Duel 
Compose Mind 
Death Perception 
Death Prayer 
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 
Immobilize Animal 
Infusion of Fire 
Infusion of Ice 
Infusion of Lightning 
Know Other 
Lacuna 
Lesser Acupressure 
Lift 
Lizard Wrath 
Magic Creeper 
Mask Spirit 
Negative Treatment 
Nhoblit Vengeance 
Opportunity 
Perceive Insanity 
Protection from Cold 
Protection from Fire 
Protection from Lightning 
Protection from Serpents 
Rapid Warmth 
Recruit Medic 
Refresh 
Remote Listening 
Sail 
Self-Reflection 
Showers 
Snow Shape 
Sorcery Bane 
Speak with Water 
Stand Firmish 
Star Reading 
Static Shield 
Stepping Stones 
Surrender 
Sustenance 
Thicket 
Totem Beast 
Touch of Appraisal 
Tranquility 
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 
Animal Subdual 
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 
Vulnerable Display 
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 
Enhance Senses 
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 

Incantations Explained

Abolish Shadows Spirit Cost:4 
Time Required:4 secondsRange:30 ft from priestDuration: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 (TM:15) or suffer 4d4 points of smite damage; however, other types of undead are unaffected. 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 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 action or reactionRange:30 feetDuration:Up to 10 minutes
As a creature’s lifesong exits its body, the priest can steal the energy of exiting the corpse. The can occur as a reaction in the moment of death or up to two rounds after the end of the round death occurred. The prayer will reach out and use the essence of the recently deceased, which will grant 1 temporary Body point for each Resilience modifier the dead creature had. If cast upon a being who is not yet dead, the prayer is worthless and the Spirit points are lost. If successful, those temporary points will remain up to ten minutes, but should the complete amount of temporary points be removed by damage, then the incantation effectively terminates. If the temporary points are not lost after ten minutes, they expire; thus, ending the spell at that time. 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 by an action (but not a reaction) which costs no Spirit points. The maximum number of creatures from which life power can be stolen are equal to the priest’s Faith modifier with at least one life-essence being able to be captured. Temporary points from more than one creature cannot stack atop on another; only the highest value is gained. However, if a stronger life is stolen first, then some but not all points are lost, and a second dead being’s essence can be captured which is lesser than the first, those points can act to restore up to the original dead source amount.
Acclimate Spirit Cost:3 
Time Required:1 minuteRange:TouchDuration:6 hours
Upon casting, up to two beneficiaries of the spell will be able to withstand temperatures from -40 to 160 degrees F° as if it were room temperature. This prevents exhaustion due to exposure; however, the spell has a 6-hour duration. This offers no protection or resistance against direct attacks but does lower the exposure due to exhaustion.
Aid Movement Spirit Cost:2 
Time Required:2 secondsRange:SelfDuration: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.
Alert Tribe Spirit Cost:3 
Time Required:1 action to cast plus
1 action per creature touched
Range:Touch / 90 feetDuration: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. However, the priest must use a reaction to send the alert.
Alter Fate Spirit Cost:2 
Time Required:1 reaction (Instantly)Range:SelfDuration:Until next turn
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 action, the priest is resistant against smite and necrotic damage.
Analyze Portal  [Concentration]Spirit Cost:2 
Time Required:2 secondsRange:30 feetDuration:Up to 30 seconds
The priest is instantly aware of and can see the outline of all magic portals within range; however, the divine power will not reveal secret or hidden doors unless they are magical in nature. While maintaining concentration, the priest can choose to study a specific door, during which no other castings can be performed, but further, such study is intense and will not allow actions or reactions either. Instead of a new action, when the action opportunity occurs the priest gains information about that portal randomly based 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.
Animal Befriending Spirit Cost:4 
Time Required:4 secondsRange:30 feetDuration:1 month
This affects a single creature of the animal classification and with a Mind score of 4 or lower. If the animal does not make a successful Judgment save (TM: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, then 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 a single animal up to 1 Body point 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:3 secondsRange:TouchDuration:30 minutes
The priest borrows some of the senses of a beast he or she touch. So long as the priest is undisturbed, not concentration, then seeing and hearing what the animal perceives is perfectly transferred. However, if the priest attempts anything else, even light activities such as reading or talking, then a Perception check (TM: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 3 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 (TM: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 Subdual Spirit Cost:3 
Time Required:Until following turnRange:30 feetDuration:Up to 10 minutes
This incantation is started by gazing at a hostile animal. If neither the priest’s concentration or line of sight is broken by the start of his or her next initiative the following round, then the animal rolls a save against Will (TM:21). If failing the save, the animal becomes instantly docile. As long as no one inflicts harm to it, the creature will remain calm and non-violent for the following 10 minutes. This does not act as the action of the priest’s subsequent initiative, meaning he or she may still take an action after the save of the animal is rolled.
Animal Transcendence Spirit Cost:4 
Time Required:15 minutesRange: 10 feetDuration: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:2 secondsRange:25 feetDuration:5 minutes
This incantation animates dirt in the area. Only normal, natural dirt can be effected 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 effected and will remain afterwards.
Anti-Cold Shell Spirit Cost:4 
Time Required:4 secondsRange: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, cold and even water elementals 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.
Aplomb Spirit Cost:3 
Time Required:3 secondsRange:TouchDuration: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 actionRange:TouchDuration: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 able to be swam 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:4 secondsRange:60 feetDuration:12 turns
This ability influences the ability of any sorcerer. It scrambles the memories of arcane magic in 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 completely interrupts any current concentration effects, Further, until the end of the victim’s twelfth subsequent turn, all axioms attempted are cast at disadvantage. This effect targets only the mind for use of sorcery. It will have no effect against cantrips, invocations, rune magic or whedelism.
Aura of Glory Spirit Cost:3 
Time Required:3 secondsRange: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 frightened or shaken. The aura moves with the priest.
Backbiter Spirit Cost:4 
Time Required:4 secondsRange:30 feetDuration:Until next turn
The nhoblit 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:2 secondsRange: 60 feetDuration:9 turns
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 9 rounds. The effect ends after the victim completes its ninth turn after being cursed. Further free curse can remove the effect.
 Spirit Cost:4 
Time Required:4 secondsRange:SelfDuration:6 turns
Holy power radiates from the priest in an aura with a 30-foot radius, awakening boldness in friendly creatures. Until the completion of the priest’s sixth subsequent turn, the aura, centered on him or her, moves with the priest. Any non-hostile creature (including the priest) starting its turn within the aura gains +4 to preservation saves made against Will, Faith and Muse.
Battle Cry Spirit Cost:2 
Time Required:2 secondsRange:20 feetDuration:Up to 3 turns
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 enhance the priest. For the duration of each recipient’s next three turns, the first melee action will gain a +2 bonus to hit on all the dice in the primary-hand die pool. After that bonus is used, the benefit ends for that recipient. 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:2 secondsRange:30 feetDuration:Special
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 at most for six turns. 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 actionRange:SelfDuration:3 turns
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, but the special bonuses of this enchantment will not apply.
Bewildering Charm  [Concentration]Spirit Cost:4 
Time Required: 1 actionRange:60 feetDuration:Up to 6 turns
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 for its following 6 turns. 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 use an action to make a new save against the original DC, which would shake off the effect to itself with on success.
Black Cairn Spirit Cost:2 
Time Required:2 secondsRange:SpecialDuration: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:1 
Time Required:1 minuteRange:40 feetDuration:Permanent
This ability purifies 8 meals upon usage. It will not remove poison, but it does prevent natural, simple disease from existing.
Blessing of Luck and Resolve Spirit Cost:3 
Time Required:3 secondsRange:TouchDuration:1 hour
A favored blessing of nhoblit clerics, this spell grants its target a +2 morale bonus on preservation saves or feats involving fear and charm effects. If the target also 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 re-roll the save with a +4 bonus, but the result must be taken, even if it is worse.
Blind Spirit Cost:4 
Time Required:4 secondsRange:60 feetDuration:6 turns
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 until the end of its sixth subsequent turn.
Blood Bond Spirit Cost:3 
Time Required: 1 actionRange:TouchDuration:12 turns
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 the same spell strikes both simultaneously and that spell inflicts damage which allows for a save to avoid or reduce the damage, then the two creatures make only one combined 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. The effect remains until the end of the priest’s 12th subsequent turn.
Blood Reprisal Spirit Cost:3 
Time Required: 1 reactionRange:30 feetDuration: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 to strike that attacker. That throwable weapon does not have to be in hand, but must be accessible on the priest’s person; e.g. on his belt but not in a bag. The weapon will attack with a single d20 using Faith as the modifier instead of Agility and delivers smite damage. The animated weapon will not gain advantage or magical effect that are currently granted to the priest for other events.
Blood Wind Spirit Cost:2 
Time Required:2 secondsRange:30 feetDuration:Until next turn
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.
Bolt Spirit Cost:2 
Time Required:2 secondsRange:60 feetDuration:6 turns
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 actionRange:TouchDuration: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.
Bountiful Chance Spirit Cost:4 
Time Required:4 secondsRange: 30 feetDuration:6 turns
This incantation grants the chance racial skill temporarily to up to three anthropoid or atavistoid targets. If the priest does not have this as a racial skill, then he or she could be one of the targets. The power remains until the end of the caster’s sixth following turn.
Brambles Spirit Cost:3 
Time Required: 1 actionRange:60 feetDuration:9 turns
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 until the start of the caster’s 9th subsequent turn.
Branding Smite Spirit Cost:3 
Time Required: 1 actionRange:SelfDuration:Up to 6 turns
The priest casts an enchantment on himself or herself, which potentially lasts until the end of the next 6 turns. 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:2 secondsRange:SelfDuration: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.
Breathsense Spirit Cost:2 
Time Required:2 secondsRange:SelfDuration: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.
Burden Spirit Cost:2 
Time Required:2 secondsRange:TouchDuration: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.
 Divine Preservation could be used as a reaction if the priest were suddenly encumbered beyond one’s ability to move.
Burrowing Claws Spirit Cost:3 
Time Required:3 secondsRange:SelfDuration:5 minutes
Through this spell, the priest grows short, thick claws. They are useless for combat, but ideal for tunneling mystically through soft earth. The priest gains a burrow speed equal to half of his or her normal walking speed.
Capitulation Spirit Cost:4 
Time Required:1 reactionRange:30 feetDuration:5 minutes
When a comrade of the enemy 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:2 secondsRange:30 feetDuration:3 turns
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:2 secondsRange:60 feetDuration: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.
Chaotic Fate Spirit Cost:3 
Time Required:1 reactionRange:SelfDuration: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.
Charm Aquatic Life Spirit Cost:3 
Time Required:3 secondsRange:30 feetDuration:Up to 6 turns
By raising one's holy symbol, the priest causes each aquatic or amphibious creature seen within 30 feet to make a Will save (TM:12). If any creature fails its save, it is charmed for its next 6 turns 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:3 secondsRange:30 feetDuration:Up to 6 turns
By bellowing a guttural growl, the priest causes each native desert creature (animals, monsters, anything) seen within 30 feet to make a Will save (TM:9). Creatures with high Body, Mind or Spirit scores will be immune to this incantation; if any max score of any of those three is higher than the caster’s Faith score, then that entity will not be affected. Of those susceptible, should any fail its save, it is charmed for its next 6 turns 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:3 secondsRange:30 feetDuration:Up to 6 turns
By spreading his or her arms to appear larger than normal, the priest causes each native swamp creature (animals, monsters, anything) seen within 30 feet to make a Will save (TM:9). Creatures with high Body, Mind or Spirit scores will be immune to this incantation; if any max score of any of those three is higher than the caster’s Faith score, then that entity will not be affected. Of those susceptible, should any fail its save, it is charmed for its next 6 turns 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.
Clarity Spirit Cost:2 
Time Required:2 secondsRange:60 feetDuration:6 turns
The priest selects an ally or self in combat within 60 feet. That target gains d2 temporary Mind points for the next six subsequent turns. 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.
 Divine Preservation could be used as a reaction if the priest suffered Mind damage.
Clarity of Mind Spirit Cost:3 
Time Required: 1 actionRange:TouchDuration: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:3 secondsRange:TouchDuration: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.
Cloud of Fungus Spirit Cost:2 
Time Required:2 secondsRange:TouchDuration:6 turns
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 save (TM: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 end of the priests sixth turn after casting, then the enchantment is lost.
Combined Effort Spirit Cost:3 
Time Required:1 reactionRange:Melee ReachDuration: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.
Compelled Duel Spirit Cost:2 
Time Required:2 secondsRange:30 feetDuration:6 turns
With this, the cleric attempts to compel a creature into a duel. One visible creature within range must make a Will save against TM (d4+8) plus the priest’s Faith modifier (TM range: 9-17). On a failed save, the creature is drawn to the priest, compelled by the divine demand to duel. This compulsion remains until then end of the priest's sixth subsequent turn. However, the victim 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 TM 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:2 secondsRange:SelfDuration:6 turns
The priest maintains a calm attitude in the face of danger, which grants the Faith bonus to any save involving fear, with a minimum bonus of +1. Additionally, any damage inflicted which might break his or her concentration for the duration, the faithful has advantage on the saves required to maintain it. This effect remains until the end of the priest’s sixth following turn.
Contingent Health Spirit Cost:4 
Time Required:Through next turn
or 1 action
Range:TouchDuration:1 hour
This invocation has two options. First, as an action with a continued chanting until the end of the next turn, 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 willfully activate the sigil as a reaction to 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, but it will stabilize the victim like the minor healing spell does. It is also possible at the will of the original priest to use an action to activate the sigil. For the priest to trigger the sigil, the priest must be able to see the recipient in direct sight. If the sigil is never activated within the duration, then the treat minor body will occur automatically at the end of its hour-long duration, whether needed or not. The second option is to pray for an immediate healing upon touching the target, requiring only 1 action. With this option, d6 body points will be instantly restored. This option can restore a target in the negative range, where the original option will not. Note that this incantation, compared to other healing spells, requires touch.
Create Flame Spirit Cost:1 
Time Required:1 secondRange:60 feetDuration: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 modifiers against the crossing entity’s fire Defense. Upon a successful attack, the victim is suffers with d3 points of fire damage to its Body score and would suffer the same 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 fire could also be quenched. Finally, determined by the GM, the fire might catch other combustible materials and could turn into something wild and out of control.
Crown of the Grave Spirit Cost:4 
Time Required:4 secondsRange:300 feetDuration: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.
Curse of Woe Spirit Cost:3 
Time Required: 1 reactionRange:MeleeDuration: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.
Damage Ward Spirit Cost:3 
Time Required:3 secondsRange:30 feetDuration:6 turns
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, selected by the priest, until the end of the caster’s 6th following turn.
Darkness Spirit Cost:3 
Time Required:3 secondsRange:60 feetDuration:6 turns
The priest can produce a darkness in a 10-foot radius (seven-hex circular area) which lasts until the end of the caster’s sixth subsequent turn. 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.
 Divine Preservation could be used as a reaction to block suddenly-appearing light that is creating a threat.
Darkvision Spirit Cost:3 
Time Required:3 secondsRange:Self Duration:4 hours
The priest is granted darkvision up to 30 feet for 4 hours.
Deafen Spirit Cost:4 
Time Required: 1 actionRange:60 feetDuration:6 turns
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 end of the victim’s sixth subsequent turn.
Death Armor Spirit Cost:3 
Time Required: 1 actionRange:SelfDuration:3 turns
After casting this spell, a shroud of dark flames wreathes the body of the priest. Until the start of the priest’s third subsequent turn, any creature within 5 feet that touches or hits the priest with a melee attack takes an amount of necrotic damage equal to 1d4. Those striking with reach from further than one hex (5 feet) will not receive this reflective damage.
 Divine Preservation could be used as a reaction as revenge against someone who just struck the priest.
Death Perception  [Concentration]Spirit Cost:2 
Time Required:2 secondsRange:300 feetDuration: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 minutesRange:TouchDuration: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 (TM: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. 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 actionRange:SpecialDuration: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.
Decompose Spirit Cost:1 
Time Required:1 secondRange:10 feetDuration:Permanent
This enchantment removes the flesh of up to 2 corpses, leaving behind perfectly cleaned skeletons.
Delay Disease Spirit Cost:3 
Time Required: 1 actionRange:TouchDuration: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. This prayer can be used to stave off an infection from becoming worse -- or it could be used in a torturous manner to maintain the disease without allowing it to pass naturally.
Desecrated Glow Spirit Cost:4 
Time Required: 1 actionRange:15 feetDuration:Permanent
The priest radiates negative energy which heals any undead creature within 15 feet, restoring d4 Body points to each. 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 Evil  [Material Needed]Spirit Cost:1 
Time Required:10 secondsRange:20-ft radiusDuration:Instantaneous
This divination discovers emanations of evil from any creature or object; however, it is not a deep examination of one’s lifesong but rather current motivation or intent. That said; inherently evil creatures, such as fiends, would almost always radiant evil from their physical forms. Moreover, if an object having a specifically evil curse upon it would also be detected. Examples that would not be detected are a hidden trap or an unintelligent viper, even if a creature with evil intent placed them there. The effect of this ability is momentary, effectively a second or two, to be answered at the time of action. Casting time is 10 seconds, the range is a 20-foot radius centered on the priest and a holy symbol is required.
Detect Good  [Material Needed]Spirit Cost:1 
Time Required:10 secondsRange:20-foot radiusDuration:Instantaneously
This divination discovers emanations of good from any creature or object; however, it is not a deep examination of one’s lifesong but rather current motivation or intent. That said; inherently good creatures, such as angels, would almost always radiant good from their physical forms. Moreover, if an object having a specifically good blessing or enchantment upon it would also be detected. The duration of this ability is momentary, effectively a second or two, to be answered at the time of action. Casting time is 10 seconds, the range is a 20-foot radius centered on the priest and a holy symbol is required.
Detect Harmful Gas Spirit Cost:1 
Time Required:1 secondRange:60 feetDuration:Instantaneous
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 gases that occurs naturally or are 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  [Concentration]Spirit Cost:1 
Time Required:1 secondRange:Self / 30 feetDuration:Up to 10 minutes
While chanting in concentration up to a maximum of 10 minutes, the priest gains the ability to sense the presence of magic within 30 feet. He or she will initially “feel” the presence and directions of all sources of magic. However, to identify the source, it requires using an action (allowed during concentration) to examine an object or creature to visualize the general 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. While chanting in concentration, the penalties of concentration are in place. Once the chanting ends, the ability to detect magic also ends.
Detect Metals and Minerals  [Material Needed]Spirit Cost:1 
Time Required:1 secondRange:Self / 90 feetDuration:10 minutes
The priest chooses a specific type of metal or mineral, such as iron, gold or igneous rock, after which he or she attains a special form of sensory which will last for the following 10 minutes. No concentration is required. If the substance is within 90 feet, and no higher or deeper than 10 feet, the exact location and approximate quantity of the metal or mineral is revealed. After the first minute of the effect has expired and until the end of the spell, the caster may name a new metal or mineral which will be detected throughout the duration of the spell; however, this change can only be made one time for a single spell casting. 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 normal walking rate and still maintain this sensory power; however, engaging in strenuous activity, combat or casting other magic, will ruin the effect and terminate the incantation’s effect. The priest must have his or her holy symbol held outward, somewhat like a dousing tool.
Detect Runes  [Concentration]Spirit Cost:1 
Time Required:1 secondRange: 90 feetDuration: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. Upon learning the existence of these magical symbols, the priest may choose to continue the effect by chanting and entering the condition of concentration. The priest will then select one of the magical sources (if there are more than one) and focus on that specific one for the following minute (5 combat rounds) to learn what it the rune or glyph does - such as sealing an object closed or perhaps whether it is a teleport sigil - and also learn what, if any, damage energy types are used as part of its protection. This incantation offers no protection from or prevention against 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 can be maintained for a maximum of 5 minutes; thus, discernment can be gained about up to five runes; however, during that time, the rules of concentration will govern restrictions for the priest.
Devout Combat Spirit Cost:2 
Time Required:1 reactionRange:5 feetDuration: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:2 secondsRange:20 feetDuration: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 TM (d4+8) plus Faith modifier (TM 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:2 secondsRange:SelfDuration: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.
Disrupt Magic Spirit Cost:4 
Time Required:4 secondsRange:60 feetDuration:Special
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. If any of the interrupted effects were permanent in nature, then they would be restored after one minute (or at the end of the priest’s sixth subsequent turn).
Divine Deterrence Spirit Cost:2 
Time Required:2 secondsRange:SelfDuration:3 turns
When cast initially, the priest immediately gains +1 bonus to Armor Class in the “other” category. Until the end of the duration, the priest can use an action to increase another +1 to the “other” part of his or her AC. Thus, in the original casting, the priest would gain +1. As the action of the priest’s next turn, an action could increase the bonus to +2. And even one more time on the next action, +3 could be obtained. However, at the end of the next turn, the spell would expire, causing all the AC bonuses to be lost instantly.
Divine Lock Spirit Cost:2 
Time Required:2 secondsRange:TouchDuration: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, this effect has a TM:15 and is destroyed if successful.
Divine Sacrifice Spirit Cost:2 
Time Required:1 reactionRange:Melee ReachDuration: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:3 secondsRange: 60 feetDuration:From 4 to 7 turns
The priest can produce heavy rain fall in a 20-foot radius circular area (38 hexes), which lasts for a variable time, terminating at the end of one of the priest’s subsequent turns. The total time of the effect is d4+3 rounds; thus, it ends from the fourth to seventh turn following the casting. The downpour causes an obscurement, making all range attacks into, out of or within the area penalized by -4 to hit.
 Divine Preservation could be used as a reaction to obscure the ranged attack of a bowman.
Dragonskin Spirit Cost:3 
Time Required:3 secondsRange:SelfDuration:6 turns
When the priest casts this incantation, his or her skin hardens and becomes scaly. For the following 6 subsequent turns, if wearing armor weighing under 20 pounds, the caster gains a +2 bonus to AC in the armor base category. The priest also gains resistance to one of 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.
Echoes of Cowardice Spirit Cost:3 
Time Required:3 secondsRange: 30 feetDuration: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 Infusion Spirit Cost:3 
Time Required:3 secondsRange:TouchDuration:3 turns
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.
Enhance Senses Spirit Cost:4 
Time Required:4 secondsRange:30 feetDuration:1 hour
This incantation will enhance a single target’s senses. The target gains night vision, and all of the target's imprecise senses have their distances doubled, such as being able to hear or smell things at twice the normal range. Should the target already has night vision, then it gains darkvision.
Envenom Claws Spirit Cost:4 
Time Required:4 secondsRange:TouchDuration:6 turns
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, assuming the touch is possible. 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"} for its next 6 turns. 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.
Escape Ward Spirit Cost:2 
Time Required:2 secondsRange:SelfDuration: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:2 secondsRange:30 feetDuration:3 turns
The priest selects a target within range which must roll a Resilience save against TM (d4+8) plus the priest’s Faith modifier (TM range:9-17). If the victim fails the save, it at disadvantage for actions, saves and checks involving Strength until the end of its third turn after being affected. 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:3 secondsRange:30 feetDuration: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:Through next turnRange:60 feetDuration:Special
This deadly effect requires a special casting time, which begins as the action of the cleric’s first turn. During the casting, 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 are permitted. Upon the priest’s next turn, an action is used to complete the incantation causing the poisonous energy to be emitted upon a single opponent within 60 feet. 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 Body damage in points equal to d4 plus Faith bonus and acts under the poisoned restriction until the end of the victim’s next two turns. Lastly, if the victim has been poisoned from this effect, then at the start of each turn while under the effect, the victim must make like Resilience saves equal to the original. Failure of these subsequent saves inflict an additional d2 points of poison damage.
Exultation  [Concentration]Spirit Cost:4 
Time Required:4 secondsRange:30 feetDuration:Up to 3 turns
Through this incantation, this bolsters allies’ divine incantation casting. Until the start of the caster’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 spell, then special bonuses are granted to that caster. This includes action and reaction spells alike. If the incantation incorporates an attack roll, the ally gains a +2 bonus to hit for the applicable die pools of that incantation’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 actionRange: 30 feetDuration:6 turns
Up to three targets within range when the incantation is cast are outlined in light if they fail an Agility save (TM:d6+10 plus Faith). Until the end of the priest’s sixth subsequent turn, the 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:2 secondsRange:SelfDuration:3 turns
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. The fangclaw will remain until the end of the priest’s third subsequent turn. 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 (TM:8) to prevent paralysis. The second is a Will save (TM: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:2 secondsRange:60 feetDuration:6 turns
The priest selects an ally or self in combat within 60 feet. That target gains d4 temporary Body points that lasts for the recipient's next six turns. 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 incantation’s span, then the extra fade from existence.
 Divine Preservation could be used as a reaction if the priest suffered physical damage or right before entering something expecting to inflict damage like jumping from a platform.
Favorable Wind Spirit Cost:2 
Time Required:2 secondsRange:30 feetDuration:Until the next turn
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:3 secondsRange: 90 feetDuration:12 turns
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:2 secondsRange:SelfDuration: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:2 secondsRange:60 feetDuration: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 actionRange:Melee ReachDuration:Up to 3 turns
This incantation allows the priest to spot weak points in an opponent’s armor until the end of the caster’s third subsequent turn. However, this requires concentration to maintain this spell’s effect, but while doing so any melee attack made by the priest against that target treats all armor as base 10 and ignores any shield bonus. If a creature has natural armor, it is not bypassed. Any attribute modifiers due to armor still apply to the enemy AC. Further, disadvantage for attacking while concentrating will only remove a d20, but the d3 damage penalty is removed by this incantation.
Flitter Spirit Cost:3 
Time Required: 1 reactionRange: 15 feetDuration: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:2 secondsRange:60 feetDuration: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.
Foundation of Stone Spirit Cost:2 
Time Required:2 secondsRange:30 feetDuration:3 turns
The priest infuses his or her allies with the strength of the earth. Up to four creatures within range and the priest raises the base AC up to 12 for those not wearing armor or armor weighing less than 15 pounds. 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 Movement Spirit Cost:4 
Time Required: 1 actionRange:TouchDuration: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:2 secondsRange:TouchDuration: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.
Gentle Repose Spirit Cost:3 
Time Required:3 secondsRange:TouchDuration:1 Month
This preserves a corpse for one month.
Ghoul Touch Spirit Cost:4 
Time Required:4 secondsRange:TouchDuration:Up to 12 turns
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 until the end of the victim’s twelfth subsequent turn; 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:2 secondsRange:20 feetDuration:Up to 3 turns
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 save (TM: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. Assuming the priest maintains concentration, the curse will remain in effect until the end of the priest’s third subsequent turn.
Glorify Spirit Cost:3 
Time Required:3 secondsRange:60 feetDuration:9 turns
The priest selects an ally or self in combat within 60 feet. That target gains +2 on all to hit attack rolls for its subsequent 9 turns.
Grace Spirit Cost:2 
Time Required:2 secondsRange:60 feetDuration:9 turns
The priest selects one ally in combat or self within 60 feet. That target gains +1 to hit on all attack rolls for the next 9 rounds. The effect ends after the end of the target’s ninth subsequent round’s action.
Greater Acupressure Spirit Cost:3 
Time Required:1 minuteRange:TouchDuration: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.
Guard Spirit Spirit Cost:3 
Time Required: 1 actionRange:30 feetDuration:18 turns
The priest selects an ally, imbuing him or her with the effects of a discipline skill, granting a +1 to all saves involving Will, Faith or Muse. Should the recipient already possess the skill, then saves of such nature are made at advantage. The short duration of the guard spirit lasts through the recipient's following 18 turns.
Guiding Bolt Spirit Cost:2 
Time Required:2 secondsRange: 60 feetDuration:Next turn or 3 attacks
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.
Hallow Spirit Cost:4 
Time Required:4 secondsRange:60 feetDuration:12 turns
The priest selects up to two allies, one which can oneself, in combat within 60 feet. Those targets gains +3 on all attack dice until the caster’s twelfth subsequent turn.
Harden Armor Spirit Cost:4 
Time Required:4 secondsRange:TouchDuration:Up to 6 turns
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, even 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 incantation is cast again on the same suit of armor. The priest can also dismiss the spell as an action. In all other cases, the effect ends upon the end of the sixth subsequent turn of the wearer of the enhanced armor.
Harmonic Shabti  [Material Needed]Spirit Cost:4 
Time Required:4 secondsRange:TouchDuration: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.
Heat Metal  [Concentration]Spirit Cost:3 
Time Required: 1 actionRange:30 feetDuration:Up to 6 turns
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 and chanting is permitted until the start of the priest’s next 6 turns. While doing so, this 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. If the affected weapon is in possession of an entity at the start of the prayer, then that being’s lifesong may offer some protection from the magic. In such a case, the possessor would roll a Resilience preservation save against against DC (d6+8) plus the caster’s Faith bonus (DC range: 9-19). If successful, all heat damage from the item would be half while not leaving the possessor’s possession. However, if the creature in contact is suffering damage, he or she 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 (unless the initial save was successful). 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.
Holy Storm Spirit Cost:4 
Time Required:4 secondsRange:60 feetDuration:Up to 3 turns
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.
Hypnotic Evulsion  [Concentration]Spirit Cost:4 
Time Required:4 secondsRange:TouchDuration:1 minute
The priest softens the mind of a creature who is either drugged, drunken, unconscious, or sleeping. The priest will suggest a topic of discussion. 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. On a failed save, the creature begins to talk randomly. For the next minute (or six rounds), there is a chance of gaining up to six useful details of information. 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 brought up. Use initiative and the rules of conversation for determining the order of speaking between the two, even if combat is not happening. After the victim speaks, the priest can change the topic in a related way. For example, if the topic was “tell me about the thieves' guild” and the response was “I am a member,” then the priest could request “where is their hideout?” Considering the creature will not answer with specifics but rather in a general manner, such a response “gotta enter through the sewers” may be given up. However, if the initial save was successful, the creature is not affected by this spell, but the interaction still takes place with the GM fake-rolling but never revealing any pertinent information. If the creature is awakened, cured of its unconsciousness 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.
Icy Backlash Spirit Cost:3 
Time Required:1 reactionRange:5 feetDuration: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. Those striking with a weapon of reach from farther than one hex (5 feet), then no retaliative damage is inflicted.
Immobilize Spirit Cost:4 
Time Required:4 secondsRange:60 feetDuration:Up to 6 turns
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 lasts until the end of the sixth subsequent turn of the victim.
Immobilize Animal  [Concentration]Spirit Cost:2 
Time Required:1 action (Special)Range:60 feetDuration:Up to 6 turns
The priest selects a single animal within range, visibly seen and in contact with the ground. The target can be up to large sized. By this gaze, the caster attempts to restrain that victim to the spot through the intimidation of his or her divine power. This stare continues until the start of the priest’s next turn. If the caster has maintained concentration and line of sight has not been lost, then the target rolls a Will preservation save against a TM (d4+8) plus Faith mod. If successful, the animal breaks free of the magical charm; otherwise, he, she or it is considered restrained. However, victim may choose to use an action to free himself with another Will feat against the original TM. Otherwise, the duration lasts until the end of the victim’s sixth turn under the effect. To be clear, at the end of the gaze, the caster still is able to use his or her action for that initiative.
Infusion of Chaos Spirit Cost:3 
Time Required:3 secondsRange:TouchDuration:3 turns
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:2 secondsRange:TouchDuration:3 turns
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:2 secondsRange:TouchDuration:3 turns
This enchantment endows a single melee weapon with an infusion of ice. 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:2 secondsRange:TouchDuration:3 turns
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.
Intellectual Redoubt  [Concentration]Spirit Cost:4 
Time Required:4 secondsRange:10 feetDuration: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 actionRange:SelfDuration: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:3 secondsRange:SelfDuration: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:3 secondsRange:TouchDuration: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 Other Spirit Cost:2 
Time Required:2 secondsRange:40 feetDuration:Instantaneous
The priest chooses one creature that can be seen and is within range. It must make a Will save against TM (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
Lacuna Spirit Cost:2 
Time Required:2 secondsRange:20 feetDuration:Instantaneous
The priest causes a burst of spiritual energy to strike one target within range who is concentrating on or attempting to cast an incantation. The victim must make a Muse save (TM:14) or have its concentration broken.
Larvated Tone Spirit Cost:4 
Time Required:4 secondsRange:TouchDuration: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.
Leaf Into Dagger Spirit Cost:1 
Time Required:1 secondRange:TouchDuration:3 turns
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. Due to the divine power of this prayer, attacks with that specific dagger will not suffer being at disadvantage because of concentration. Further, this is a great method to smuggle a weapon into restricted areas. The maximum duration for this effect is until the end of the priest’s third consecutive turn.
Lesser Acupressure Spirit Cost:2 
Time Required:1 minuteRange:TouchDuration: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.
Lifesilt Spirit Cost:4 
Time Required:5 minutesRange:Up to 10ft x 10ft x 10ftDuration: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:2 secondsRange:SelfDuration: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.
 Divine Preservation could be used as a reaction if the ground gave way under the priest or if struck by a tremor incantation with another surface available.
Lizard Wrath Spirit Cost:2 
Time Required:2 secondsRange:TouchDuration:1 turn 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 for all dice in an attack 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 minuteRange:SpecialDuration: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. Looking for a generic source will not find a specific item.
Locus Spirit Cost:4 
Time Required:4 secondsRange:SpecialDuration: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. 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, the GM will make a secret Will save (TM:16) on the target’s behalf to avoid detection; however, being unwilling is a subconscious factor, as the target will not aware of the scrying method.
Magic Creeper  [Concentration]Spirit Cost:2 
Time Required:2 secondsRange:TouchDuration:Up to 6 turns
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 Defense 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 TM (d4+8) plus Faith modifier (TM 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.
Mask Spirit Spirit Cost:2 
Time Required:2 secondsRange:20 feetDuration: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.
 Divine Preservation could be used as a reaction if an undead stalker suddenly appeared.
Misstep Spirit Cost:3 
Time Required:1 reactionRange:30 feetDuration:Up to 6 turns
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. These additional saves to break the curse continue until the end of the victim’s sixth subsequent turn, at which point the effect dissipates. The movement is not limited to walking, as this brief curse can slow flight, swimming, climbing, brachiation or virtually any movement.
Momentary Mind Bastion Spirit Cost:3 
Time Required:1 reactionRange: 10 feetDuration:1 full turn
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. The decision to use the reaction may happen even after learning the results of the effect.
Music of the Spheres Spirit Cost:3 
Time Required:3 secondsRange:30 feetDuration:15 turns
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 reactionRange:30 feetDuration:Up to 12 turns
The priest must see the target creature within range and will curse the creature to be unable to speak. The victim 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 its next 12 turns; thus, it cannot cast spells with verbal components. An affected creature can use an action to attempt a new preservation save 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:3 secondsRange:SpecialDuration: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:4 secondsRange:10 feetDuration: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 actionRange: 60 feetDuration:3 turns / Special
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 within the glow are enhanced to suffer 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. The glow-effect remains over the enemy until the end of the priest’s 20th subsequent turn.
Negative Treatment Spirit Cost:2 
Time Required: 1 actionRange:30 feetDuration: Permanent
The priest can heal a single undead creature. Upon casting, the target regains d3 points to its Body score. Healing cannot exceed the maximum health. The healed undead must be within 30 feet of the priest to receive the restoration.
Nhoblit Vengeance Spirit Cost:2 
Time Required:1 reactionRange:TouchDuration:3 turns
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 attribute modifier as part of its AC calculation.
Opportunity Spirit Cost:2 
Time Required:2 secondsRange:TouchDuration:Until next turn
This invocation grants advantage to the recipient's next turn. If no action is taken at that moment, then the blessing is lost.
Perceive Insanity Spirit Cost:2 
Time Required: 1 actionRange:30 feetDuration: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:4 secondsRange:30 feetDuration:12 turns
The priest selects an ally or self within 30 feet. That target gains advantage specifically from poisons that might harm him or her over its next 12 turns. Against any effect classified as poison requiring a preservation save, the recipient will make such rolls with advantage. Should any effects still bring damage to the recipient, then he or she should be considered resistant to poison for any such calculations.
 Divine Preservation could be used as a reaction after being struck by poison. While not exactly intuitive, it would allow a re-rolling of the save and calculating the damage/duration if still failing.
Prestidigitation  [Concentration]Spirit Cost:1 
Time Required:1 secondRange:Up to 10 feetDuration:Up to 1 minute
This special incantation, available only to jzaka priests of Voluperi, is similar to the cantrip of the same name. It has a lower-than-normal cost, but allows the performance of a simple trick, which can manifest in one of several different ways:
• Create an instantaneous and harmless sensory effect, such as a puff of wind, shower of sparks, music or odd odor.
• Light or snuff a flame up to the size of a torch, instantaneously
• Clean or soil an object smaller than one-cubic foot
• Chill, warm or flavor a nonliving material smaller than one-cubit foot lasting up to one hour.
• Create a mark or symbol of a desired color on a nonliving object or surface lasting up to one hour.
Produce Disease Spirit Cost:4 
Time Required:4 secondsRange:TouchDuration: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 Cold Spirit Cost:2 
Time Required:2 secondsRange:30 feetDuration:6 turns
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 until the end of the recipient's sixth subsequent turn.
 Divine Preservation could be used as a reaction if being struck by an ice-dart as a preventative to avoid the strike.
Protection from Fire Spirit Cost:2 
Time Required:2 secondsRange:30 feetDuration:6 turns
The priest selects an ally or self in combat within 30 feet. That target gains +2 AC bonus and +2 for saves against fire until the end of the recipient's sixth subsequent turn.
 Divine Preservation could be used as a reaction if being struck by an fire-dart as a preventative to avoid the strike.
Protection from Insects  [Concentration]Spirit Cost:4 
Time Required:4 secondsRange:5-ft radiusDuration: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, the shaman saves at +3 against effects from giant-sized attacks. The spell does not affect monsters and insects of a magic nature.
Protection from Lightning Spirit Cost:2 
Time Required:2 secondsRange:30 feetDuration:6 turns
The priest selects an ally or self in combat within 30 feet. That target gains +2 AC bonus and +2 for saves against lightning until the end of the recipient's sixth subsequent turn.
 Divine Preservation could be used as a reaction to help against being struck by a lighting bolt.
Protection from Serpents Spirit Cost:2 
Time Required:10 minutesRange:TouchDuration: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.
Radiance Spirit Cost:4 
Time Required:4 secondsRange:SelfDuration:5 turns
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.
Rapid Warmth Spirit Cost:2 
Time Required:2 secondsRange:TouchDuration: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.
 Divine Preservation could be used as a reaction if the priest were the victim of a cone of cold.
Rapport Spirit Cost:3 
Time Required: 1 actionRange:TouchDuration: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.
Re-preserve Spirit Cost:1 
Time Required:1 secondRange:10 feetDuration: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.
Recruit Medic Spirit Cost:2 
Time Required:2 secondsRange:TouchDuration:3 turns
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.
Reduce Anxiety Spirit Cost:1 
Time Required:1 secondRange:TouchDuration:Permanent
By touching a recipient, the priest reduces Anxiety of the target by d4+1 points.
Reduce Pain Spirit Cost:1 
Time Required:1 secondRange:TouchDuration:Permanent
By touching a recipient, the priest reduces Pain of the target by d4+1 points.
Reduce Spite Spirit Cost:1 
Time Required:1 secondRange:TouchDuration:Permanent
By touching a recipient, the priest reduces Spite of the target by d4+1 points.
Reeking Spirit Cost:3 
Time Required: 1 actionRange:TouchDuration:1 hour
Another dwarven curse that forces the victim to roll a Faith save (TM:12) to avoid. If failing, the target touched smells horrible, modeled from the stench of a dwarf after a days-long span 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 -3 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:2 secondsRange:TouchDuration: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. The recipient cannot receive a second enchantment of this type without first using an actual long rest.
Remote Listening  [Concentration]Spirit Cost:2 
Time Required: 1 actionRange:90 feetDuration:3 turns
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:4 secondsRange:10 feetDuration: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.
Reveal Spirit Cost:3 
Time Required:3 secondsRange:30 feetDuration: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:4 secondsRange:TouchDuration: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.
River Eyes  [Concentration]Spirit Cost:3 
Time Required:1 minuteRange:3 milesDuration: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.
Sail Spirit Cost:2 
Time Required:2 secondsRange:SelfDuration:Until next turn
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.
Sculpt  [Concentration]Spirit Cost:4 
Time Required:4 secondsRange:20 feetDuration: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, also combat attacks are at disadvantage. The rate of shaping is one cubic foot per round.
Seduction Spirit Cost:4 
Time Required: 1 actionRange: 15 feetDuration: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. Social interactions can be rolled with a +6 bonus. Once the duration has expired, the recipient will have little memory of what transpired.
Self-Reflection  [Concentration]Spirit Cost:2 
Time Required:1 minuteRange:SelfDuration: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. This will not count against any other natural rests; thus, the priest can gain the benefits of two short rests in one day. However, this incantation cannot be cast again until after the of a long rest.
Showers Spirit Cost:2 
Time Required:2 secondsRange:60 feetDuration:From 2 to 4 turns
The priest can produce heavy rain fall in a 15-foot radius circular area (19 hexes), which lasts for a variable time, terminating at the end of one of the priest’s subsequent turns. The total time of the effect is d3+1 rounds; thus, it ends from the second to the fourth turn following the casting. 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.
 Divine Preservation could be used as a reaction to obscure the ranged attack of a bowman.
Shrine for the Undead Spirit Cost:4 
Time Required:4 secondsRange:60 feetDuration: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 (TM:18). Any undead in this area have advantage on their saves. If the area includes an altar or is (un)holy ground to the granting deity, or the recent desecration of an enemy deity’s icons, then any undead in the area also gain resistance to bludgeoning, piercing, and slashing damage.
Silent Step Spirit Cost:4 
Time Required:4 secondsRange:TouchDuration: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.
Smear Spirit Cost:3 
Time Required:3 secondsRange:30 feetDuration: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.
Snow Shape  [Concentration]Spirit Cost:2 
Time Required:2 secondsRange:30 feetDuration: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:2 secondsRange:30 feetDuration:Until next turn
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.
Speak with Animals Spirit Cost:1 
Time Required:1 secondRange:SelfDuration:10 minutes
The fey priest gains the ability to comprehend and verbally communicate with animals for ten minutes; however, the creatures must have at least 1 Mind score and be classified as an animal. 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 (TM:12).
Speak with Water Spirit Cost:2 
Time Required:2 secondsRange:TouchDuration: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 minuteRange:SelfDuration: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.
Spirit Sight Spirit Cost:4 
Time Required:4 secondsRange:SelfDuration: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.
Stand Firmish Spirit Cost:2 
Time Required:2 actionsRange:SelfDuration:8 hours
When invoking this spell, it has a dual effect of keeping memories of good times had in the forefront on the priest’s thoughts, but further literally prevents anything from keeping one down. As a result, the caster is immune to the prone restriction allowing the standing up response to occur automatically without the cost of a reaction, although it still will not occur until the next initiative. Furthermore, no movement points are lost for standing. This effect works even if the priest loses consciousness. However, should the caster die, the spell effect is lost. Lastly, there is a material requirement for this invocation, which is a shot of dwarven whiskey which is consumed upon casting. This, of course, makes it less likely to use during a combat as the preparation of pouring the whiskey and casting require 2 actions.
Star Reading Spirit Cost:2 
Time Required:15 minutesRange:SpecialDuration:Special
This unique spell is granted only by Fortidus. Further, it can only be cast if the priest has a skill in astrology. However, with it, the caster studies the alignment of the night sky to read the omens of future events. It is a very nebulous understanding; however, it allows the priest to use a special ability for the next several hours (until the next sunset). Twice during this time, he or she can add a d4 to any of his or her own checks or saves; however, the choice to do so must be made prior to rolling the dice. The dynamic bonus is the act of special precognitive knowledge gained from the reading.
Static Shield Spirit Cost:2 
Time Required:2 secondsRange:SelfDuration:6 turns
The effect envelops the priest in a visible field of lightning, which sheds dim light for 10 feet. If no armor or an armor weighing under 16 pounds, it raises the recipient’s AC by 3. 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. If no armor is worn, the priest gains modifiers from Faith; otherwise, the modifier from the armor will be used. The effect ends upon the start of the priest’s sixth subsequent turn.
 Divine Preservation could be used as a reaction to raise the priest’s AC in response to an attack. It could act similar to a dodge to possibly avoid an attack after knowing it hit.
Stepping Stones Spirit Cost:2 
Time Required: 1 actionRange:30 feetDuration:Until next turn
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. The effect will expire no later than the start of the caster’s second subsequent turn.
Stone Birds Spirit Cost:3 
Time Required:3 secondsRange: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, underground or in locations where there are virtually no birds, such as a desert. The birds, no larger than a bluejay, 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.
Suggestive Fear Spirit Cost:4 
Time Required:1 action (Special)Range:40 feetDuration:Up to 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. Unlike most other incantations, while this is spoken, requiring voice capability, it is not detectable as being cast during its birthing. It can be cast as quickly as one action; however, it could be drawn out in a soliloquy of twenty or thirty seconds to add more detail. The effects begin at the end of the first recorded action. 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 as 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. So long as the priest continues speaking, the illusionary effects last up to 30 seconds or 3 subsequent turns of the victim, unless made aware of the illusion.
Surrender Spirit Cost:2 
Time Required:2 secondsRange:30 feetDuration:Until next turn
The effect fills the recipient with dread and attacks their spirit, who must make a Will preservation save against a TM which is (d4+8) plus Faith modifier (TM 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 minuteRange:TouchDuration:Permanent
Provide internal sustenance equal to a day’s worth of food and water, effecting up to 2 people.
Thick Air Spirit Cost:3 
Time Required:3 secondsRange:SelfDuration:12 turns
This ability allows the priest to act as if having a deflect missiles skill for the following 12 turns, ending its duration at the end of the turn at that time.
Thicket Spirit Cost:2 
Time Required:2 secondsRange:60 feetDuration:9 turns
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 TM (d4+8) plus the priest’s Faith modifier (TM 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 until the start of the caster’s 9th subsequent turn.
Torch Spirit Cost:1 
Time Required:1 second (reaction also)Range:TouchDuration:Up to 24 hours
Upon touching an object, no larger than ten-feet in any dimension, this enchantment will have the object emit 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. Additionally, the torch provides a small bit of heat, raising the ambient temperature within 10 feet to 70°F, even if the surrounding temperature is as low as 40°. If the air is cooler than that, the incantation will raise the temperature within 10 feet by 30 degrees. 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 save (TM:12) to avoid the effect.
Totem Beast Spirit Cost:2 
Time Required: 1 dayRange:SpecialDuration: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:2 secondsRange:TouchDuration: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 TM of the item: those with a value of 0 to 100 bits have a secret TM:7; those with a value of 101 to 1,000 bits, TM:9; those with a value of 1,001 to 10,000 bits, TM:12; and those with a greater value than 10,000 bits have a secret TM:15. The priest can appraise multiple items but items must be handled for at least 1 minute.
Tranquility Spirit Cost:2 
Time Required: 1 actionRange: 60 feetDuration:6 turns
The priest selects an ally or self in combat within 60 feet. That target gains d2 temporary Spirit points for the next six subsequent turns. 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. These temporary points cannot be used to cast incantations.
 Divine Preservation could be used as a reaction to heal from a Spirit-damaging attack.
Transfer Offense Spirit Cost:4 
Time Required:15 minutesRange:SpecialDuration:Special
This invocations takes the wrong-doings of a community and ritually “transfers” them to an animal (a “scapegoat”). Any kami that are displeased with a community will recognize the efforts by 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 kami, 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
Treat Minor Body Damage Spirit Cost:1 
Time Required:1 second (reaction also)Range:TouchDuration:Permanent
The priest can heal a single target. Upon casting, the touched recipient regains a d4 Body points. Further, this power will reduce 1 point of Pain. If in the negative range, the prayer will stabilize the recipient and stop any death saves, but it will not restore any Body points. Should a target be exactly zero points, then the recipient will be raised to exactly 1 point and will be active again immediately. Of course, the recipient will likely require to stand up. Healing cannot exceed the maximum health. Regardless of the lessened healing, the single point of Pain will still be effective.
To perform this miraculous healing, the target must be physically touched by the priest. This prayer can also be used as either an action or a reaction. To use as a reaction, the priest begins casting the moment after the potential recipient has been harmed, then the priest must touch the target the following second upon completing the prayer. If unable to reach the target, the spell is lost.
Special Imbuement: This incantation can be placed into an imbued object; however, it would become a one-use item rather than holding its enchantment constantly. The most common technique is to place it on a fragile trinket, such as a gilded twig or a carefully crafted gem of salt and talc. The trinket would then be placed at the shoulder under one’armor. By use of an available reaction, the possessor can crush the item and release the healing power. This said, only one can be “worn” at a time or else the healing power is absorbed with the second (and third, etc) neutralizing all of them. Thus, redundant items of this nature must be stored so that they are not in direct contact with the owner’s skin. Of course, another downside is that the GM will likely ask for special Agility saves on occasion to ensure the item isn't mangled accidentally.
Treat Minor Mind Damage Spirit Cost:1 
Time Required:1 second (reaction also)Range:TouchDuration:Permanent
The priest can heal a single target. Upon casting, the touched recipient regains a d4 Mind points. Further, this power will reduce 1 point of Anxiety. If in the negative range, the prayer will stabilize the recipient and stop any death saves, but it will not restore any Mind points. Should a target be exactly zero points, then the recipient will be raised to exactly 1 point and will be active again immediately. Healing cannot exceed the maximum Mind score. To perform this miraculous healing, the target must be physically touched by the priest. This prayer can also be used as either an action or a reaction. To use as a reaction, the priest begins casting the moment after the potential recipient has been harmed, then the priest must touch the target the following second upon completing the prayer. If unable to reach the target, the spell is lost.
Special Imbuement: This incantation can be placed into an imbued object in the same manner as described in the treat minor body damage incantation.
Treat Minor Spirit Damage Spirit Cost:2 
Time Required:1 second (reaction also)Range:TouchDuration:Permanent
The priest can heal a single target. Upon casting, the touched recipient regains a d4 Spirit points; of course due to the law of spiru-dynamics, the maximum restoration is actually only 2 points. In addition, the recipient will also have its Spite score reduced by 1 point. If in the negative Spirit range, the prayer will stabilize the recipient and stop any death saves, but it will not restore any Spirit points. Should a target be exactly zero points, then the recipient will be raised to exactly 1 point and will be active again immediately. Healing cannot exceed the maximum health. To perform this miraculous healing, the target must be physically touched by the priest. This prayer can also be used as either an action or a reaction. To use as a reaction, the priest begins casting the moment after the potential recipient has been harmed, then the priest must touch the target the following second upon completing the prayer. If unable to reach the target, the spell is lost.
Special Imbuement: This incantation can be placed into an imbued object in the same manner as described in the treat minor body damage incantation.
Treat Moderate Body Damage Spirit Cost:4 
Time Required:1 action or reactionRange:20 feetDuration:Permanent
The priest can select a single recipient within 20 feet, who are able to be seen and not blocked by any invisible barrier (such as glass or instant wall). A total of 2d4 Body points are restored. Repair cannot exceed the maximum, but negative body scores can be restored.
 Divine Preservation could be used as a reaction to heal from physical damage.
Treat Moderate Mind Damage Spirit Cost:4 
Time Required:1 action or reactionRange:20 feetDuration:Permanent
Instantly restores 2d4 points of Mind to a single recipient but cannot exceed the recipient's maximum. The range is 20 feet but requires line of sight with no barriers.
 Divine Preservation could be used as a reaction to heal from psychic damage.
Treat Moderate Spirit Damage Spirit Cost:4 
Time Required:1 action or reactionRange:20 feetDuration:Permanent
A single target, within 20 feet and in line of sight, instantly restores Spirit points based on a 2d4. However, this incantation is subject to the divine rules of spiru-dynamics, meaning that the maximum about amount restored can only be four points; thus, any total higher than 4 will only restore four points. Repair cannot exceed the maximum.
 Divine Preservation could be used as a reaction to heal from spiritual damage.
Tremor Spirit Cost:3 
Time Required:3 secondsRange:30 feetDuration: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:2 secondsRange:TouchDuration: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 anystealth roll performed in the duration.
Turn Undead Spirit Cost:3 
Time Required:3 secondsRange:40 feetDuration:Special
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. Mindless undead will recoil from the priest as if under the frightened restriction, lasting 10 minutes. Those beings with mental capacity, shadows, wights, wraiths, vampires, etc, must make a Logic save against a DC (d6+8) plus the priest’s Faith bonus (DC range: 9-19). If failing this save, even these powerful feratu will fall under the frightened restriction for a full minute (6 rounds). While “turned,” an undead being will still defend itself if attacked but will not engage with the priest’s allies; however, any individual (ally or otherwise) who attacks a “turned” creature can do so at advantage. Being attacked, the undead may choose to retaliate against that individual, save for the priest oneself. The turning priest cannot be attacked by the affected undead until the frightened restriction has expired. However, an intelligent undead may use techniques against the priest, such as magic items, spells or abilities, but only to defend itself or flee.
Twist of Fate Spirit Cost:3 
Time Required:1 reactionRange:30 feetDuration:Instantaneous
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 minutesRange:10 feetDuration: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 kami, 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 kami’s attempts to drive a creature mad, and so on). Note that the spell does not reveal the nature of a kami (though a local shaman may recognize the name, particularly if it is an ancestor spirit or one venerated by the people), nor the race of any mortal agent.
Updraft Spirit Cost:2 
Time Required:1 reactionRange:30 feetDuration: 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.
Vulnerable Display Spirit Cost:3 
Time Required:3 secondsRange:TouchDuration:10 minutes
By the use of this incantation, the priest transforms the appearance of an anthropoid or altavistoid creature. This shroud is sophisticated but very specific to the purpose to hide items of armor and weaponry. The illusion will hide visual and auditory evidence of any armor and make all sheathed, non-carried weapons invisible, be they on the target’s belt, back or other exterior connection. Weapons in bags, purses or other concealments are not hidden. The divine power does not hide temporal or tactile components; thus, if the recipient is frisked, it will be obvious something is wrong. Additionally, if a weapon is equipped or unsheathed, even if it was one hidden in a bag or handed to the recipient from another, then the illusion is dispelled. When armor is concealed by this incantation, the target looks as if he or she is clothed in common garb custom of the local culture. Further, while it will not change the image of the style or fashion, the priest can optionally choose to make one to look dirty and ragged, immaculately clean or somewhere in between.
Water Breathing Spirit Cost:4 
Time Required:4 secondsRange:15 feetDuration: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 Walking Spirit Cost:4 
Time Required:4 secondsRange:10 feetDuration: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:4 secondsRange:TouchDuration:3 turns
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 recipient’s next 3 turns.
Weapon of Doubt Spirit Cost:2 
Time Required:2 secondsRange:TouchDuration:3 turns
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 until the end of the caster’s third subsequent turn.
Weapon of Nightmares Spirit Cost:4 
Time Required:4 secondsRange:TouchDuration:6 turns
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. The the incantation’s duration, the weapons strikes as if it were a silver weapon, unless its natural type is better. This incantation will expire after the recipient’s sixth subsequent turn.
Weapon of Nonsense Spirit Cost:2 
Time Required:2 secondsRange:TouchDuration:3 turns
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 until the end of the caster’s third subsequent turn.
Weapon Return Spirit Cost:3 
Time Required:3 secondsRange:TouchDuration:6 turns
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 and expires at the end of the priest’ sixth subsequent turn. This enchantment does not change the weapon type in respect to normal, silver or magical.
Zealot's Charge Spirit Cost:4 
Time Required:4 secondsRange:20 feetDuration: 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.