Divine Spells

Base Spells — Divine (updated Dec 2013)

The spells listed are considered baselines for player reference. When casting spells, players use these base spells and may add additional effects (or determine how many spell points to apply towards a defined variable of the spell).

Spell Construction

Spells are “built” by the player by adding desired effects. The cost, in Action Points, of a spell is determined by the number of effects chosen. Additionally, the difficulty of casting the spell increases as the number of effects increases. The appropriate modifier in the table below is added to the player’s to-hit roll. Casting time is in segments.

EffectsAP CostDifficultyModifierCasting Time
1X1 APHard0%12
2X3 APHard0%12
3X6 APHard0%12
4X10 APHeroic20%16
5X15 APHeroic20%16
6X21 APHeroic20%16
7X28 APParagon40%20
8X36 APParagon40%20
9X45 APEpic80%24

Multiple targets
Number of creatures in area of effect determines {X}.

CreaturesSpell Effect(s)
1{0X}
2-4{1X}
5-6{2X}
7-8{3X}
9+{4X}


Affect Ability
Abjuration: vs. Fortitude
{X} Condition: Up to +/- 9 Ability {1X/ability point}

Increases or decreases one of target’s selected abilities.


Bless
Abjuration
{X} Condition: Up to +/- 90% {1X/10%} Attack, Defense, or Skill
Special: When cast at 1X, DC Moderate {-20% to Spellcraft check}

Increases or decreases one of target’s proficiencies. Multiple spells are not cumulative.


Cure Wounds
Rejuvenation
{X} A die of healing: Up to 9X {1X/die}

Heals target’s wounds for {X} dX of general damage. (dX = caster’s damage die value.) Excess beyond target’s wound point totals may be applied to hit points.


Destroy Undead
Rejuvenation: vs. Fortitude
{X} Special: Up to 9X {1X/level of creature(s)}

Destroys mindless (skeleton/zombie) undead in AoE up to a total number of levels equal to {X}. Aware undead in AoE take damage equal to {X} dX. (dX = caster’s damage die value.)


Dispel Magic
Abjuration
{X} Condition: Up to +/- 90% {1X/10%} Defense

Grants immediate defense increase versus magical spells and effects. Caster designates Base Spell cost, and spells of that Base Spell cost may be dispelled. Caster can only block spells equal to or less than caster’s Spell Attack Max. Enchanted items equal to or less than Base Spell cost are neutralized for spell duration.


Hold Portal
Abjuration
{X} Condition: Up to +/- 90% {1X/10%} Thievery check
{X} Condition: No Move
{X} Multiple Targets: 2-9 portals {1X-4X. See chart}

Magically bars doors or gates made of wood, metal, or stone. Spell creates requirement of Thievery check to open door. DC is based on the spell’s level {1X/10% penalty}


Hold Undead
Abjuration: vs. Fortitude
{X} Condition: No Move
{X} Multiple Targets: 2-9 creatures {1X-4X. See chart}

Renders undead immobile. The spell is broken if the target is attacked or takes damage.


Neutralize Poison
Rejuvenation
{X} Condition: Up to +/- 90% {1X/10%} Endurance check
Special: DC is based on the poison’s level ((e.g., Heroic {level 1-10, 20% penalty}, Paragon {level 11-20, 40% penalty}, Epic {level 21-30, 80% penalty})

Detoxifies any poison or venom in the target.


Repel Bugs
Abjuration: vs. Will
{X} Special: Up to 9X {1X/total levels of creatures}

Caster designates Base Spell effect value, and normal bugs up to a total number of levels equal to {X} cannot cross the shield. Caster can only block a total number of levels equal to or less than caster’s Spell Attack Max value. Giant bugs may resist repulsion (attack versus Will).


Regenerate
Rejuvenation
{X} Special: Up to 9X {1X/wound point of the severed limb. Note: X does not include wound points provided by armor}

Can reattach a severed limb or regenerate a new one or repair destroyed organs. A missing limb regenerates in 2-8 hours.


Resist Cold
Abjuration
{X} Condition: Up to +/- 90% {1X/10%} Endurance Check

Target is immune to normal cold and halves damage from magical or extreme cold.


Resist Fire
Abjuration
{X} Condition: Up to +/- 90% {1X/10%} Endurance Check

Target is immune to normal fires and halves damage from magical or extreme fire.


Sanctuary
Abjuration: vs. Will
{X} Condition: No Attack
{X} Multiple Targets: 2-9 creatures {1X-4X. See chart}

Attack: Radiant vs. Will. Targets hostile creatures in the AoE. Affected creatures will ignore the warded creature or area. Any offensive action by warded creature(s) breaks the spell.


Spiritual Weapon
Abjuration: vs. Will
{X} A die of damage: Up to 9X {1X/die}

Attack: Radiant vs. Will. A weapon made of radiant energy springs into existence and attacks opponents at a distance. Spell max equal to or less than caster’s Spell Attack Max.


Shield, Anti-Missile
Abjuration
{X} Special: Up to 9X {1X/per missile. Shield expires when {X} missiles have been absorbed or duration ends, whichever occurs first}

Creates a magical barrier that stops normal (non-magical) missiles, including arrows, bolts, and thrown weapons.


Turn Undead
Abjuration: vs. Will
{X} Movement Technique: Slide {1X/square}
{X} Multiple Targets: 2-9 creatures {1X-4X. See chart}

Reversible. Causes mindless (skeleton/zombie) undead in AoE to flee for the duration of the spell. Aware undead in AoE are subject only to the Slide effect.

Divine Spells

Dominium anarkeith