Blessings of the Wargod
1st Level Stunning Ba r rie r 2nd Level Angelic Aspect , L e s s e r B u r s t o f R adi a nce D e f e ndi n g B o n e M a gic V e s tme n t 3rd Level Deadly Jugg e r n a u t S t u n nin g B a r rie r , G r e a t e r P a r a g o n S u r g e 4th Level Blessing of F e r v o r Divin e P o w e r F o rce f ul S t rike 5th Level Angelic Aspect Cleanse Constricting Coils Life Bubble Permanency Rig h t e o u s Mig h t 6th Level Chains of Lig h t E a gle s o ul 7th Level Minor Miracl e Limi t ed Wis h 8th Level Angelic Aspect , G r e a t e r 9th Level Miracle
Stunning Barrier 1st level abjuration Casting Time: 1 action Range: self Components: V, S Duration: Concentration, up to 1 minute Class: cleric, paladin, sorcerer, wizard You are closely surrounded by a barely visible magical field. The field provides a +1 bonus to AC and a +1 bonus on saves. Any creature that strikes you with a melee attack is stunned for 1 round (Wisdom negates). Once the field has stunned an opponent, the spell is discharged. Angelic Aspect, Lesser 2nd level transmutation Casting Time: 1 action Range: self Components: V, S Duration: Concentration, up to 10 minutes Class: cleric, paladin, sorcerer, wizard You take on an aspect of an angelic being, including some of its physical characteristics. You gain darkvision out to a range of 60 feet, resistance to acid 3, resistance to cold 3, and the benefits of protection from evil. Burst of Radiance 2nd level evocation Casting Time: 1 action Range: 400 ft Components: V, S, (a piece of flint and a pinch of silver dust) Duration: see text Class: cleric, druid, sorcerer, wizard Casting Time 1 standard action Components Effect Range long (. + 40 ft./level) Duration instantaneous Saving Throw Reflex partial; Spell Resistance yes Description This spell fills the area with a brilliant flash of shimmering light. Creatures in a 10-ft.-radius burst take 5d4 points of damage and are blinded for 1d4 rounds, whether they succeed at the Reflex save or not. Defending Bone 2nd level necromancy Casting Time: 1 action Range: see text Components: V, S, F (a Medium creature’s skull or femur) Duration: 10 hour/level or until discharged Class: cleric, sorcerer, warlock, wizard You animate a bone with necromantic energy, giving it the power to float near your body and interpose itself against physical attacks. This gives you damage reduction 3. Once the bone has prevented a total of 30 points of damage, it is destroyed and the spell is discharged. This spell has no effect if you have damage reduction from another source. Magic Vestment 2nd level transmutation Casting Time: 1 action Range: touch Components: V, M (armor or shield) Duration: Concentration, up to 1 hour Class: cleric, paladin You imbue a suit of armor or a shield with a bonus of +1. An outfit of regular clothing counts as armor that grants no AC bonus for the purpose of this spell. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the bonus increases to +2. When you use a spell slot of 6th level or higher, the bonus increases to +3. Deadly Juggernaut 3rd level necromancy Casting Time: 1 action Range: see text Components: V, S Duration: Concentration, up to 10 minutes Class: cleric, paladin With every enemy life you take, you become increasingly dangerous and difficult to stop. During the duration of the spell, you gain a cumulative +1 bonus on melee attack rolls, melee weapon damage rolls, Strength checks each time you reduce a qualifying opponent to 0 or few hit points (maximum +3 bonus) with a melee attack. A qualifying opponent has a CR equal to or greater than your level -3. Stunning Barrier, Greater 3rd level abjuration Casting Time: 1 action Range: self Components: V, S Duration: Concentration, up to 10 minutes Class: cleric, paladin, sorcerer, wizard This spell functions as stunning barrier, except as noted above, and it provides a +2 bonus to AC and on saving throws. It is not discharged until it has stunned a number of creatures equal to your Spellcasting Ability modifier.
Paragon Surge 3rd level transmutation Casting Time: 1 action Range: self Components: V, S Duration: Concentration, up to 10 minutes Class: cleric, paladin, sorcerer You surge with ancestral power, temporarily embodying all the strengths of both elvenkind and humankind simultaneously, and transforming into a paragon of both races, something greater than elf or human alone. Unlike with most polymorph effects, your basic form does not change, so you keep all extraordinary and supernatural abilities of your half-elven form as well as all of your gear. For the duration of the spell, you receive a +2 bonus to Dexterity and Intelligence and are treated as if you possessed any one feat for which you meet the prerequisites, chosen when you cast this spell. The first time each day that you cast this spell, you must select a feat and make all the associated choices that come with it. Once that choice is made, it is set for the day and additional castings must make the exact same decisions. Blessing of Fervor 4th level transmutation Casting Time: 1 action Range: Self (30-foot radius) Components: V, S Duration: Concentration, up to 1 minute Class: cleric With this blessing, you call up to three creatures of your choice within range to move forth and empower them to conquer and become victorious. Each round for the duration of this spell, each of your allies can choose one of the following bonuses for that round at the beginning of its turn (their choice). Increase its speed by 30 feet. Take one extra attack as part of an attack action. Gain a +2 bonus on attack rolls and a +2 bonus to AC and Dexterity saves. Cast a single spell of 2nd level or lower as if it were an Careful, Distant, Empowered, Extended, Subtle spell. These effects are not cumulative with similar effects, such as those provided by haste, nor do they actually grant an extra action, so you can't use it to cast a second spell or otherwise take an extra action in the round. Blessing of fervor does not stack with haste. Divine Power 4th level evocation Casting Time: 1 action Range: self Components: V, S Duration: Concentration, up to 5 minutes Class: cleric Calling upon the divine power of your patron, you imbue yourself with strength and skill in combat. You gain a +6 bonus on attack rolls, weapon damage rolls, Strength checks, and Strength-based skill checks. You also gain 1 temporary hit point per caster level. Whenever you make an attack action, you can make an additional attack. Forceful Strike 4th level evocation Casting Time: 1 bonus action Range: touch Components: V, S Duration: Concentration, up to 1 minute Class: cleric, paladin The first time you hit with a melee weapon, or unarmed strike during this spell's duration you unleash a concussive blast that deals an extra 10d4 force damage. The force of the blow may be enough to knock the target backward as well. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and knocked prone. Angelic Aspect 5th level transmutation Casting Time: 1 action Range: self Components: V, S Duration: Concentration, up to 10 minutes Class: cleric, paladin, sorcerer This spell functions like lesser angelic aspect, except you gain You gain darkvision out to a range of 90 feet, resistance to acid 10, resistance to cold 10, and DR 5/evil, and you sprout white feathered wings allowing you to fly at a speed of 30 feet with average maneuverability. In addition, your natural weapons and any weapons you wield are considered good-aligned for the purpose of overcoming damage reduction. Cleanse 5th level evocation Casting Time: 1 action Range: self Components: S Duration: see text Class: cleric Positive energy infuses and cleanses your body. This spell cures 4d8 points of damage + 25 and ends any and all of the following adverse conditions affecting you: blinded, confused, deafened, diseased, exhausted, poisoned. In addition, cleanse functions as break enchantment upon a single additional effect of your choice that is affecting you and that can be legally affected by this effect.
Constricting Coils 5th level enchantment Casting Time: 1 action Range: 100 feet Components: V, S, M (a snakeskin) Duration: Concentration, up to 1 minute Class: cleric, sorcerer, wizard This spell functions like hold monster, except that the target is constricted as if by the coils of a large snake, taking 1d6+6 points of bludgeoning damage each round that it fails its save. A successful Strength save ends both the paralyzing and constriction effects. Life Bubble 5th level abjuration Casting Time: 1 action Range: touch Components: V, S, M (a bit of eggshell) Duration: Concentration, up to 8 hours Class: cleric, druid, ranger, sorcerer, You surround the touched creature with a constant and moveable 1-inch shell of tolerable living conditions. This shell enables the subjects to breathe freely, even underwater or in a vacuum, as well as making them immune to harmful gases and vapors, including inhaled diseases and poisons and spells like cloudkill and stinking cloud. In addition, the shell protects subjects from extremes of temperature as well as extremes of pressure. Righteous Might 5th level transmutation Casting Time: 1 action Range: self Components: V, S Duration: Concentration, up to 2 minutes Class: cleric Your height immediately doubles, and your weight increases by a factor of eight. This increase changes your size category to the next larger one. You gain a +4 bonus to Strength and Constitution and take a –2 penalty to your Dexterity. You gain a +2 bonus to your AC, When you hit a target with a weapon attack deals two extra dies of its damage as force damage. You gain DR 10/evil or DR 10/good (your choice). This spell doesn't change your speed. Determine space and reach as appropriate to your new size. If insufficient room is available for the desired growth, you attain the maximum possible size and may make a Strength check (using your increased Strength) to burst any enclosures in the process (see Additional Rules for rules on breaking objects). If you fail, you are constrained without harm by the materials enclosing you—the spell cannot crush you by increasing your size. All equipment you wear or carry is similarly enlarged by the spell. Other magical properties are not affected by this spell. Any enlarged item that leaves your possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown and projectile weapons deal their normal damage. Magical effects that increase size do not stack. Chains of Light 6th level conjuration Casting Time: 1 action Range: 120 feet Components: V, S, M (a length of fine golden chain) Duration: Instantaneous Class: cleric, sorcerer Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or be held immobile by glowing golden chains composed of pure light. The creature is paralyzed and held in place, but may attempt a new saving throw each round to end the effect. While held by the golden chains, a creature cannot use any sort of extradimensional travel, such as astral projection, blink, dimension door, ethereal jaunt, etherealness, gate, maze, plane shift, shadow walk, teleport, and similar spells. The spell does not affect creatures that are already in ethereal or astral form when the spell is cast. Hellfire Ray 6th level evocation Casting Time: 1 action Range: 120 feet Components: V, S, M (any unholy symbol or heretical tome) Duration: Instantaneous Class: cleric, sorcerer, warlock, wizard A blast of hellfire blazes from your hands. You fire three rays. Make a ranged spell attack against each target. On a hit, the target takes 10d6 fire damage and 5d6 necrotic damage. The rays can be fired at the same target or at different targets, but all rays must be fired simultaneously and aimed at targets within 30 feet of each other. Any creature killed by this spell must attempt a Wisdom saving throw; failure means the creature’s soul is damned to Hell as a burst of brimstone appears around its corpse. A nonevil spellcaster attempting to bring the creature back from the dead must attempt a (DC = 10 + the slain creature’s level) to succeed; failure means the spellcaster cannot try again for 1 day. Evil spellcasters can raise the slain character normally, without requiring a check. A raised character’s soul is no longer automatically consigned to Hell.
Eaglesoul 6th level conjuration Casting Time: 1 action Range: self Components: V, S, M (vellum inscribed with good outsider’s name) Duration: 12 hours, Concentration, up to 8 hours Class: cleric As the Inner Sea’s bravest men and women answered the call of what became the Second Mendevian Crusade, constructing the wardstones that eventually kept the brutal chaos of the Worldwound at bay, they realized that they needed help beyond traditional magics. Legends say that the first eaglesoul spell was created when an agathion avoral joined his own spirit with that of a courageous paladin who was about to be overwhelmed on the field of battle. The holy knight used the combined might of the agathion’s great strength and his own to win the day for the crusaders. Now, although the spell is still in use chiefly among those that patrol the borders of the Worldwound, other champions of good have carried it with them to all corners of the Inner Sea region. When you cast this spell, you reach into the great beyond and beseech a good-aligned outsider for their aid against evil. The outsider infuses a small portion of its own power into you, making you a powerful force for good. You gain a +2 bonus on all Perception checks made against evil creatures, a +2 bonus on Initiative checks, and Detect Evil and Good. In addition, once during the spell’s duration you can call forth a surge of holy power when fighting an evil creature. Doing so is a bonus action that shortens the spell’s remaining duration so that its remaining hours of duration become rounds of duration. For the rest of this duration, the surge of power grants you the following benefits: A +2 bonus to AC A +4 bonus to Strength Resistance 5 to acid and fire A +5 bonus on all Intimidate checks made against evil creatures Fast healing 2 Although this surge of power can be activated against any evil opponent, this ability activates automatically as soon as you attack any evil outsider, regardless of whether you hit or not, and regardless of whether you actually recognize that the target is in fact an evil outsider. In such cases the activation is a free action. Nongood spellcasters can cast this spell, but doing so causes them to be sickened (for spellcasters who are neither good nor evil) or staggered (for spellcasters who are evil) for the spell’s duration. Minor Miracle 7th level evocation Casting Time: 1 action Range: see text Components: V Duration: see text Class: Cleric Your deity give you a taste of the power you could be able to wield. You state what you would like to have happen and request that your deity (or the power you pray to for spells) intercede. A minor miracle can do any of the following things. Duplicate any cleric spell of 6th level or lower. Duplicate any non-cleric spell of 5th level or lower. Undo the harmful effects of many spells, such as Geas. Produce any other effect whose power level is in line with the above effects, such as a single creature automatically hitting on its next attack or taking a -7 penalty on its next saving throw. In any event, a request that is out of line with the deity's (or alignment's) nature is refused. When a minor miracle spell duplicates a spell with a material component that costs more than 500 gp, you must provide that component. Limited Wish 7th level universal Casting Time: 1 action Range: see text Components: V, S, M (diamond worth 1,500 gp) Duration: see text Class: Sorcerer, wizard A limited wish lets you create nearly any type of effect. For example, a limited wish can do any of the following things. Duplicate any sorcerer/wizard spell of 6th level or lower Duplicate any non-sorcerer/wizard spell of 5th level or lower. Undo the harmful effects of some spells, such as confusion as long as the spell is of a lower level. Produce any other effect whose power level is in line with the above effects, such as a single creature automatically hitting on its next attack or taking a -7 penalty on its next saving throw. When this spell is used for anything other than duplicating another spell, the material component is consumed. When a limited wish spell duplicates a spell with a material component that costs more than 1,000 gp, you must provide that component (in addition to the 1,500 gp diamond component for this spell).
Angelic Aspect, Greater 8th level transmutation Casting Time: 1 action Range: self Components: V, S Duration: Concentration, up to 10 minutes Class: cleric This spell functions like lesser angelic aspect, except you gain darkvision out to a range of 120 feet; DR 10/evil; immunity to acid, cold, and petrification; resistance to electricity 10 and fire 10; a +4 bonus on saves against poison; and protective aura and truespeech for the duration of the spell. Also, your wings give you a fly speed of 60 feet. Protective aura provides a +4 bonus to AC and a +4 bonus on saving throws against attacks made or effects created by evil creatures to anyone within 20 feet. Otherwise, it functions as a magic circle against evil and a globe of invulnerability, both with a radius of 20 feet. Truespeech allows you to speak with any creature that has a language, as though using the tongues spell. Tomb Legion 8th level transmutation Casting Time: 1 action Range: 100 ft Components: V, S Duration: 7 days or 7 months; see text Class: cleric, sorcerer, wizard This spell functions like shambler, except that it calls into existence 1d4+2 advanced mummies rather than shambling mounds. Though the spell has fallen out of favor among the Risen Guard because the Ruby Prince frowns on the use of undead, this spell is popular among followers of the Whispering Way. Miracle 9th level evocation Casting Time: 1 action Range: see text Components: V, S; see text Duration: see text Class: cleric You don’t so much cast a miracle as request one. You state what you would like to have happen and request that your deity (or the power you pray to for spells) intercede. A miracle can do any of the following things. Duplicate any cleric spell of 8th level or lower. Duplicate any other spell of 7th level or lower. Undo the harmful effects of certain spells, such as feeblemind or insanity. Have any effect whose power level is in line with the above effects. Create a nonmagical item of up to 25,000 gp in value. Grant a creature a +1 bonus to an ability score. Two to five Miracle spells cast can grant a creature a +2 to +5 bonus to an ability score (two wishes for a +2 bonus, three for a +3 bonus, and so on to a maximum of +5). This bonuses are instantaneous, so they cannot be dispelled. Alternatively, a cleric can make a very powerful request. Casting such a miracle costs the cleric 25,000 gp in powdered diamond because of the powerful divine energies involved. Examples of especially powerful miracles of this sort could include the following: Swinging the tide of a battle in your favor by raising fallen allies to continue fighting. Moving you and your allies, with all your and their gear, from one plane to a specific locale through planar barriers with no chance of error. Protecting a city from an earthquake, volcanic eruption, flood, or other major natural disaster. In any event, a request that is out of line with the deity’s (or alignment’s) nature is refused. A duplicated spell allows saving throws and spell resistance as normal, but the save DCs are as for a 9thlevel spell. When a miracle spell duplicates a spell with a material component that costs more than 1,000 gp, you must provide that component.
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