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Cleric domains and spells (3pp)

Cleric Domains

Contents

Domain Spells

To give clerics of different faiths more individual flavor, this book gives each domain, including the ones from the Core Book, access to a separate list of domain spells. These spells work like standard cleric spells, except that you can only choose them if you have that domain as a talent.

Domain Spells
Air / Storm / Thunder Thundering Blow, Air Bubble, Storm Cloud
Animal / Beast Poison Claw, Voice of Beasts, Celestial Guardian
Archery / Hunting Exalted Shot, Blessing of the Hunt, Holy Arrow
Chaos / Disorder / Rebellion Chaos Hammer, Haywire, Incite Rebellion
Darkness / Night Embrace of the Night, Darkness, Meld into the Shadows, Disappear into the Night
Doom / Destruction Doomhammer, Doom, Touch of Despair
Dragon Divine Odem, Sense Dragons, Summon Metallic Dragon
Earth / Mountain Earthen Hail, Return to Dust, Rock Shield, Earthquake
Evil / Egoism Festering Evil, Blasphemy, Slay Living
Farming / Harvest Cut the Weeds, Protect the Harvest, Reap What You Sow
Fire Burning Brand, Penance by Fire, Flame Strike
Freedom / Travel Freedom Bells, Blessed Journey, Freedom of Movement, Traveller’s Footsteps
Good / Selflessness Aiding Strike, Martyr’s Shield, Righteous Resolve, Carry On, My Friend
Healing Healing Strike, Restoration, Flash Heal
Justice / Vengeance Hammer of Retribution, Eyes of the Judge, Compel Duel, Banishment
Knowledge / Lore Sacred Mantra, Divine Insight, Pious Tongue, Intuitive Reading
Life / Death Ray of Life, Death Ward, Symbol of Life, Raise Dead, Gate to the Underworld
Love / Beauty Radiant Heart, Call for a White Knight, Love Charm
Luck / Fortune Lucky Star, Fortuna’s Frown, Serendipity
Madness / Nightmare Manic Cackle, Fever Dream, Waking Nightmare
Magic / Arcana Magic Spark, The Might of Magic, Shield of the Archons
Metal / Smithing Blessed Steel, Heat Metal, Blade Barrier
Music / Song Divine Cantata, Sacred Hymn, Angelic Chorus
Pain / Suffering Inflict Wounds, Thorny Crown, Harm
Plant / Forest Thorn Whip, Binding Vines, Ensnaring Roots
Protection / Community Shielding Strike, Shield Other, Blessed Orator, Summon Guardian of Faith, Walk Unharmed
Secrets / Cultism Ominous Chant, Encrypt, Erase Memory
Spirits / Undeath Withering Touch, Captive Spirit, Bolster Undead
Strength Powerful Blow, Bend Bars and Lift Gates, Siphon Strength
Sun / Anti-Undead Ray of Light, Consecration, Searing Light
Time Sands of Time, Temporal Disruption, Visions of the Past
Trickery / Illusion Wink of the Trickster, Taunt and Tease, Trickster’s Guise, Borrowed Trick
War / Leadership Lead the Assault, Booming Command, Elevated Command
Water / Sea / River Jetblast, Neutralize Poison, Water Breathing
Winter / Ice Ice Shards, Frost Hammer, Snow Storm

Paladins, Rangers and Domain Spells

To give paladins with Cleric Training and rangers with Ranger Ex Cathedral a chance to use the new material, allow PCs with these talents access to the spells of the following domains:

Paladin: Good, Justice, Protection, Strength, War

Ranger: Animal, Archery, Freedom, Plant

Paladins can also gain access to any domain with the Divine Domain talent.

Note that this is a default selection for PCs who fit the archetype of that class. Based on backgrounds, race, icon relationships or One Unique Thing there may be domains that fit better. Talk to your GM.

Adventurer Feat You gain the at-will attack spell of a cleric domain as a once-per-battle bonus spell. (This feat requires the Cleric Training, Divine Domain or Ranger Ex Cathedral talent)

Air / Storm / Thunder

Since ancient times, people have looked to the sky to pray.

Gain a spell from a different class at your level or lower as a bonus spell. The spell must deal lightning or thunder damage, or have air, wind or storm in the name. You can replace the ability score used for attack and damage with Wisdom.

Whenever a spell deals holy damage, you can change that damage to lightning damage.

Adventurer Feat You have resist lightning and thunder 16+.

Invocation of Air / Storm / Thunder: Until the end of the battle, you can fly to a nearby location as a move action.

Champion Feat When you deal lightning or thunder damage with an attack, increase the damage dice by one step.

Epic Feat You now fly normally and no longer need to land at the end of your move action. While airborne, you have a -2 penalty to attack rolls and you are vulnerable to attacks.

Thundering Blow (1st Level)

Melee attack; At-will

Attack: Strength OR Wisdom + Level vs. AC

Hit: WEAPON + Strength thunder damage

Miss: Thunder damage equal to your level + Wisdom modifier (x2 at 5th level; x3 at 8th).

Adventurer Feat On a natural even attack roll, the target pops free from you.

Champion Feat On a hit, deal WEAPON + Strength + Wisdom thunder damage.

Air Bubble (1st Level)

Close-quarters spell; Daily; Quick action

Effect: You create a zone of breathable air around you, that holds back water, poisonous gases and the like. One normal-sized creature per spell level can be in the zone with you. The zone lasts for 5 minutes per spell level.

Storm Cloud (3rd Level)

Close-quarters spell; Daily

Effect: You summon a storm cloud in the air above you. Until the end of the battle, you can make the following attack as a free action at the start of your turn.

Target: One nearby or far away enemy

Attack: Wisdom + Level vs. PD; if the target is flying, you gain a +2 bonus to the attack roll

Hit: 2d8 + Wisdom lightning damage

Miss:

Any natural even roll: Deal thunder damage equal to your Strength OR Wisdom modifier (x2 at 5th level; x3 at 8th) to 1d3 nearby enemies in the same group.

5th level spell: 4d8 damage

7th level spell: 6d8 damage

9th level spell: 8d8 damage

Champion Feat On a natural odd miss, repeat the attack against a different nearby enemy.

Animal / Beast

You worship the divine spark in every living creature.

You can speak with animals, as per the druid’s Nature Talking class feature.

Adventurer Feat Once per battle or scene, you have advantage on an animal-related skill check.

Invocation of Animal / Beast: You call a beast to aid you in battle. The beast has the stats of an animal companion, as per the ranger talent, at one level below your class level.

Champion Feat When you use the invocation, gain a spell from the druid’s Circle of the Fang at your class level or lower as a bonus spell.

Epic Feat When you cast a cleric spell for broad effect, you can add one nearby animal companion as a bonus target.

Poison Claw (1st Level)

Close-quarters spell; At-will

Target: One enemy engaged with you, or engaged with a nearby animal companion

Attack: Strength OR Wisdom + Level vs. AC

Hit: 1d8 + Strength poison damage

Natural 18+: 5 ongoing poison damage

Miss: Damage equal to your level

3rd level spell: 3d8 damage; 10 ongoing damage

5th level spell: 5d8 damage; 15 ongoing damage

7th level spell: 7d8 damage; 20 ongoing damage

9th level spell: 10d8 damage; 25 ongoing damage

Adventurer Feat Reroll the first natural even miss with this spell in a battle.

Voice of Beasts (1st Level)

Ranged spell; Daily

Target: One nearby animal

Effect: The animal can speak one language that you know until the end of the scene. The conversation with the animal will still be limited by its intelligence and general outlook on the world, although most animals are smarter than you think. Its speech patterns will keep traces of its natural voice.

Celestial Guardian (3rd Level)

Ranged spell; Once per battle

Effect: Summon a celestial beast next to you. It can move to engage an enemy and make the following melee attack.

Attack: Wisdom + Level vs. AC

Hit: 3d8 + Wisdom holy damage

Miss:

Natural even roll: The beast remains summoned. On your next turn, as a quick action, you can direct it to engage and attack again.

Natural odd roll: The beast vanishes after the attack.

Special: The beast has your AC, PD and MD, and hit points equal to 10 times the spell level. It can make one opportunity attack between your turns.

5th level spell: 5d8 damage

7th level spell: 7d8 damage

9th level spell: 10d8 damage

Adventurer Feat Increase the beast’s defenses by 2.

Archery / Hunting

With divine help, your arrows always find their target.

You can use all ranged weapons without attack penalty.

Adventurer Feat You can use a true magic item ranged weapon as an implement for your cleric spells.

Invocation of Archery / Hunting: Choose a nearby enemy. The target is vulnerable to attacks from you and all your allies until the end of the battle.

Champion Feat If you kill the target with a critical hit, you immediately regain this invocation.

Epic Feat If the escalation die is 4+, increase the critical threat range bonus from the vulnerability to +4.

Exalted Shot (1st Level)

Ranged attack; At-will

Target: One nearby or far away enemy

Attack: Dexterity OR Wisdom + Level vs. AC

Hit: (ranged) WEAPON + Dexterity + Wisdom holy damage

Natural 20: The target is hampered until the end of your next turn.

Miss: Damage equal to your level

Adventurer Feat Reroll the first natural even miss with this spell in a battle.

Blessing of the Hunt (1st Level)

Ranged spell; Daily

Target: You, and one nearby ally per point of Wisdom modifier

Effect: For one hour per spell level, reduce the difficulty of all skill checks the targets make to track creatures and move unnoticed by one step (-5).
Adventurer Feat: When casting the spell, you get a general sense of where game can be found nearby.

Holy Arrow (1st Level)

Ranged attack; Daily

Target: One nearby or far away enemy

Attack: Dexterity OR Wisdom + Level vs. AC 

Special: Against undead and demons, you have advantage on the attack roll.

Hit: WEAPON + Dexterity + Wisdom holy damage. If the target is undead or a demon, deal 5 ongoing holy damage and the target is weakened (save ends both).

Miss: Half damage

3rd level spell: 10 ongoing holy damage

5th level spell: 15 ongoing holy damage

7th level spell: 25 ongoing holy damage

9th level spell: 40 ongoing holy damage

Chaos / Disorder / Rebellion

Like children rebelling against their parents, gods rebel against the divine order.

When you save against an effect, and the save is a natural odd success, transfer the effect to a random nearby enemy.

Champion Feat Once per battle, transfer an effect on any natural odd save.

Invocation of Chaos / Disorder / Rebellion: Roll on the chaos mage’s High Weirdness table (13TW p. 18). At the end of your turn, use the chaos mage spell selection method to gain a chaos mage at-will or once-per-battle spell as a bonus spell. You can use the spell once this battle.

Adventurer Feat You can choose a chaos mage daily spell instead.

Chaos Hammer (1st Level)

Melee attack; At-will

Attack: Strength OR Wisdom + Level vs. AC

Hit: WEAPON + Strength damage. Roll a d6 on the chaos mage’s attack warp table to determine the additional effect.

Miss: Damage equal to your level.

Adventurer Feat On a natural even miss, roll on the defense warp table.

Haywire (1st Level)

Ranged spell; Daily

Target: One nearby enemy

Attack: Wisdom + Level vs. PD

Hit: When the target makes an attack, determine the target of the attack randomly among all creatures within range (save ends).

Miss: The spell is not expended.

Adventurer Feat If the randomly determined target is an ally, the attack is at a -2 penalty.

Incite Rebellion (3rd Level)

Ranged spell; Daily

Target: 1d3 nearby enemies. This spell can only target creatures that are under someone else’s control.  

Attack: Wisdom + Level vs. MD

Hit: The target shakes free from whatever or whoever controlled it. It is now free to act as it pleases, which usually means fleeing from the battlefield to a nearby safe location.

Miss: The target is dazed until the end of your next turn.

Adventurer Feat When targeting mooks, count a group of them as a single target.

Darkness / Night

And have you felt your neck skin crawl when you’re searching for the light?

Gain a spell from the sorcerer’s Umbral Bloodline of up to your level as a bonus spell. You can replace Charisma with Wisdom in the spell description.

Adventurer Feat You have advantage on skill checks to notice things in dimly lit and dark conditions.

Epic Feat When you cast a daily cleric spell at night, the spell becomes Recharge 16+.

Invocation of Darkness / Night: Give yourself and all nearby allies advantage on the next skill check to be stealthy until the end of the battle or scene.

Champion Feat Invocation of Darkness gives you and all nearby allies advantage on your initiative roll if you use it to sneak up on an enemy.

Embrace of the Night (1st Level)

Ranged spell; At-will

Target: Two nearby enemies in a group

Attack: Wisdom + Level vs. PD

Natural Even Hit: 1d6 + Wisdom cold damage, and one ally engaged with the target can pop free from it.

Natural Odd Hit: Wisdom cold damage, and the target is stuck until the end of your next turn.

Miss: One ally engaged with the target can pop free from it.

3rd level spell: 2d6 damage on even hit

5th level spell: 3d6 damage on even hit

7th level spell: 5d6 damage on even hit

9th level spell: 8d6 damage on even hit

Adventurer Feat On a natural odd hit, the target also takes a -2 penalty to attack rolls until the end of your next turn.

Darkness (1st Level)

Ranged spell; Daily

Effect: You create a stationary zone of darkness that lasts for 5 minutes or until the end of the battle. Creatures can move in and out of the zone as a move action. While a creature is in the zone, it has disadvantage on all attacks against enemies it is not engaged with. You are immune to the effect, and so are creatures that are adapted to darkness (cats, drow) or that don’t rely on sight (bats, purple worms).

Adventurer Feat Your allies are immune to the effect.

Meld into the Shadows (3rd Level)

Ranged spell; Daily

Target: You

Effect: Until the end of the scene, you are invisible as long as you stay in a dimly lit or dark area. The effect ends if you step into the light or make an attack.

Adventurer Feat You can target one ally per Wisdom modifier point with this spell.

Disappear into the Night (7th Level)

Ranged spell; Daily

Special: You can cast this spell only once per level.

Target: You and all nearby allies

Effect: Flee from the current battle. Your party does not suffer a campaign loss, but everyone loses their current 5 and 6 on icon relationship dice.

Doom / Destruction

Come in like a divine wrecking ball.

Gain a spell from the terrain druid’s Ruin terrain at your class level or lower as a bonus spell.

Invocation of Doom / Destruction: Choose a nearby enemy. Until the end of the battle, attacks against the target gain a bonus to their critical threat range equal to the escalation die.

Adventurer Feat Basic attacks against the target deal half damage on a miss instead of their normal damage.

Champion Feat Once per battle, you can use this invocation for free. If you do so, you cannot cast healing spells until the end of the battle.

Doomhammer (1st Level)

Melee attack; At-will

Attack: Strength OR Wisdom + Level vs. AC

Hit: WEAPON + Strength holy damage. The damage dice of this spell are exploding dice.

Miss: Damage equal to your Strength + Level

Champion Feat This spell deals triple damage on a critical hit.

Doom (1st Level)

Close-quarters spell; Daily; Quick action

Special: You can cast this spell for power or for broad effect.

Target: When cast for power, target one nearby enemy; when cast for broad effect, 3 nearby enemies

Attack: Wisdom + Level vs. MD

Hit: The target has disadvantage on attack rolls and saves (except against this spell). When cast for broad effect, the spell lasts until the end of the target’s next turn. When cast for power, it is “save ends”.

Miss:

Adventurer Feat This spell is now Recharge 16+ after battle.

Touch of Despair (1st Level)

Close-quarters spell; Daily

Target: One enemy you are engaged with

Attack: Wisdom + Level vs. MD

Hit: 10 ongoing psychic damage. If the target makes an attack while it takes ongoing damage from this spell, it takes additional psychic damage equal to your Wisdom modifier (x2 at 5th level; x3 at 8th).

Miss: The spell is not expended.

3rd level spell: 20 ongoing damage

5th level spell: 30 ongoing damage

7th level spell: 50 ongoing damage

9th level spell: 80 ongoing damage

Champion Feat Deal psychic damage equal to twice your level on a miss.

Dragon

Dragon worship started with the first humanoid begging not to be eaten.

Gain a spell from the sorcerer’s Draconic bloodline of up to your class level as a bonus spell. You can replace Charisma with Wisdom in the spell description.

Adventurer Feat You have advantage on skill checks pertaining to dragons, and you learn Draconic as a bonus language.

Epic Feat While in (or near) a dragon lair, your divine daily spells are “Recharge 18+ after battle”.

Invocation of Dragons: Gain a dragon aspect until the end of the battle or scene. Roll 1d6:

  1. Claws and Teeth: You can make unarmed attacks at no penalty, with a d8 damage die.
  2. Wings: You can fly to a nearby location as a move action, but you can’t stay airborne.
  3. Tail: You can make a melee basic attack as a quick action once per round with a d4 damage die.
  4. Resistance: Choose fire, cold, acid, poison or lightning, and gain resist that element 16+.
  5. Scales: Gain a +2 bonus to AC and PD.
  6. Choose one of the above.

Champion Feat Roll twice and gain both aspects (reroll duplicates).

Epic Feat You can now fly and hover between turns with the wings, but you are vulnerable to attacks and take a -2 penalty to attack rolls while airborne.

Divine Odem (1st Level)

Close-quarters spell; At-will

Target: One nearby enemy

Attack: Wisdom + Level vs. PD

Hit: 1d8 + Wisdom holy OR fire damage

Natural even hit: Deal damage equal to your Wisdom modifier (x2 at 5th level, x3 at 8th) to a different nearby enemy.

Miss: Damage equal to your level

3rd level spell: 3d8 damage

5th level spell: 5d8 damage

7th level spell: 7d8 damage

9th level spell: 10d8 damage

Adventurer Feat If the escalation die is 3+, on a natural even hit, deal half damage to the second target instead.

Sense Dragons (1st Level)

Close-quarters spell; Daily

Effect: You sense how many dragons are within roughly a mile area, and the direction they are in.

3rd level spell: You sense whether they are chromatic or metallic dragons (or something completely different).

5th level spell: You sense the dragon’s color.

7th level spell: You sense the dragon’s age.

Summon Dragon (3rd Level)

Ranged spell; Daily

Special: You can cast this spell only once per level.

Effect: If your cult worships metallic dragons, you summon a medium brass dragon (13TW p. 184, 31 hp) or a medium bronze dragon (13TW p. 184, 50 hp). If you worship chromatic dragons, you summon a medium white dragon (CB p. 218, 38 hp) or a medium black dragon (CB p. 218, 42 hp). The dragon is a divine emissary coming to your help. If it considers the fight a worthy cause, and if it is given the proper respect, it will fight for you until the end of the battle, or until it drops to 0 hp. You control it according to the summoning rules on page XX, except the dragon is free to ignore your orders or leave the battle whenever it desires.

As you cast the spell at higher levels, you can summon the following dragons:

5th level spell: Medium copper dragon (13TW p. 184, 44 hp) or medium green dragon (CB p. 219, 60 hp)

7th level spell: Medium silver dragon (13TW p. 185, 90 hp) or a medium blue dragon (CB p. 219, 76 hp)

9th level spell: Medium gold dragon (13TW p. 186, 85 hp) or a medium red dragon (CB p. 219, 90 hp)

Epic Feat Summon a large dragon of any color instead.

Earth / Mountain

How can you look at a majestic peak and not see the divine that resides there?

Gain a spell from the terrain druid’s Cave or Mountain terrain at your class level or lower as a bonus spell.

Adventurer Feat Whenever you let an ally use a recovery to heal, that ally also gains resist all 14+ until the end of your next turn.

Champion Feat Both you and the ally gain the resistance.

Epic Feat Increase the resistance to 16+.

Invocation of Earth / Mountain: Until the end of the battle, all nearby enemies take a -2 penalties to disengage checks. Airborne enemies must succeed at a save at the start of their turn, or they are pulled towards the ground and can’t use their flight ability until the start of their next turn.

Earthen Hail (1st Level)

Melee attack; At-will

Attack: Strength OR Wisdom + Level vs. AC

Hit: WEAPON + Strength damage

Natural Even hit: Deal 1d4 damage to a different nearby enemy.

Natural Odd Hit: You grant a nearby ally a +2 bonus to AC and PD until the end of your next turn.

Miss: Damage equal to your level

3rd level spell: 1d8 damage on natural even hit

5th level spell: 2d6 damage on natural even hit

7th level spell: 2d10 damage on natural even hit

9th level spell: 3d8 damage on natural even hit

Adventurer Feat You also grant the AC/PD bonus on a natural odd miss.

Return to Dust (1st Level)

Ranged spell; At-will; Quick action

Target: A nearby corpse

Effect: You turn the corpse into soil. This prevents necromantic magic from being used on the body.

Rock Shield (1st Level)

Close-quarters spell; Daily; Interrupt action

Trigger: You are targeted by an attack against your AC or PD.

Effect: Take half damage from the attack. Ignore any non-damage effects of the attack.

Adventurer Feat If the attack has more than one target, all targets are protected by the spell.

Tremors (3rd Level)

Ranged Spell; Once per battle

Target: 1d3 nearby enemies

Attack: Wisdom + Level vs. PD

Hit: 4d6 + Wisdom damage

Natural even hit: The target is knocked prone (melee attacks have advantage against it until it takes a move action to stand up) and all allies engaged with the target can pop free from it.

Miss: Half damage

5th level spell: 6d6 damage

7th level spell: 9d6 damage

9th level spell: 12d6 damage

Champion Feat You can target 1d4 nearby enemies.

Epic Feat On a natural odd hit, the target is stuck (save ends).

Elements/Weather (13ClD)

NOTE: When you select this domain, choose one of the following damage types: acid, cold, fire, lightning, or thunder. The below feats affect both this domain’s blessing ability and its invocation.

Three times per session of play as a quick action, you can bestow a blessing upon yourself or an ally to reduce any impromptu damage dealt by the environment which matches your chosen damage type. The next time the target of the blessing would suffer damage of your chosen type, that damage is reduced by a number of d4 equal to your Charisma modifier.

Invocation of Elements/Weather: This battle, whenever you cast a spell that deals holy damage, you can convert half the damage dealt to your chosen damage type.

Adventurer Feat Choose another damage type from the above list. Your blessing now reduces environmental damage of your chosen types by a number of d6 equal to your Charisma modifier, and you may inflict this damage type with your invocation.

Champion Feat Choose another damage type from the above list. Your blessing now reduces environmental damage of your chosen types by a number of d8 equal to your Charisma modifier, and you may inflict this damage type with your invocation.

Epic Feat In addition to reducing environmental damage as normal, your blessing now bestows resistance 16+ to all of your chosen damage types upon the target. Additionally, enemies you target with spells enhanced by your invocation become vulnerable to the damage type inflicted for a number of rounds equal to your Charisma modifier. However, if they already have resistance against that damage type, they merely lose that resistance for the same number of rounds.

Evil / Egoism

Worship someone who is worth it. Worship yourself.

You can target yourself with spells you cast for power, and any other spell that can normally be cast on allies only. You can also target allies with enemy-only spells and enemies with ally-only spells.

When you cast a daily cleric spell on yourself and no other targets, it becomes recharge 18+ after battle.

Champion Feat The spell is now recharge 16+ after battle.

Invocation of Egoism / Evil: This battle, when you would spend a recovery, you can force a nearby creature to make a hard save (16+). On a success, you spend the recovery normally. On a failure, your recovery is free and the target loses a recovery. If it is not a PC or NPC that has recoveries, it takes twice your level in negative energy damage instead.

Adventurer Feat This battle, when you would roll a death save, you can force a nearby creature to roll a hard save (16+) instead. If the target succeeds, your death save fails. If the target fails, your death save succeeds and the target failed a death save for this battle. If it is not a PC or NPC that rolls death saves, it takes twice your level in negative energy damage instead.

Festering Evil (1st Level)

Ranged attack; At-will

Attack: Wisdom + Level vs. the lower of the target’s PD or MD

Hit: 1d8 + Wisdom damage. If you attack PD, deal poison damage. If you attack MD, deal psychic damage. Until the end of your next turn, the target can’t be healed, it can’t benefit from any positive effects granted by its allies, and it can’t grant any positive effects to its allies.

Miss: Damage equal to your level

3rd level spell: 3d8 damage

5th level spell: 5d8 damage

7th level spell: 7d8 damage

9th level spell: 10d8 damage

Adventurer Feat If you miss a target you have hit with this spell at least once this battle, deal half damage.

Blasphemy (1st Level)

Ranged spell; Once per battle

Target: The nearby enemy with the fewest hit points

Attack: Wisdom + Level vs. MD

Hit: 4d6 + Wisdom psychic damage, and the target is dazed until the end of your next turn.

Miss:

Natural even miss: The target is dazed until the end of your next turn.

3rd level spell: 7d6 damage

5th level spell: 7d10 damage

7th level spell: 10d12 damage

9th level spell: 2d8 x 10 damage

Adventurer Feat Hit or miss, deal damage equal to your level to all enemies engaged with you.

Champion Feat The daze effect is (save ends).

Egomania (3rd Level)

Close-quarters spell; Daily

Target: You

Effect: Until the end of the battle, whenever a positive effect targets an ally, that ally can choose to have it target you instead, and whenever a negative effect targets you, an ally can choose to have it target them instead. Whenever an ally agrees to this, you grant them a +1 bonus to their next attack roll (which stacks).

Rise above the Peons (9th Level)

Close-quarters spell; Daily

Target: You

Effect: Until the end of the battle, you can fly, you take half damage from enemy attacks, and you have your own escalation die, which is always 6.

Farming / Harvest

Fertility gods throw the best parties.

During a quick rest, you can enchant food, such as berries, to allow you and every ally to reroll 1 on recovery rolls they spend during that rest.

Adventurer Feat Reroll 1 and 2.

Invocation of Farming / Harvest: Summon a feast that feeds up to five people per level. The feast gives everyone a +1 bonus to savessaving throws and resist poison 12+ until the end of the next battle.

Champion Feat Increase the resistance to 16+.

Epic Feat The bonuses last for the next two battles.

Cut the Weeds (1st Level)

Melee attack; At-will

Attack: Strength OR Wisdom + Level vs. AC

Hit: WEAPON + Strength damage. Deal damage equal to your Strength modifier to all other enemies engaged with you.

Miss: Damage equal to your level.

Adventurer Feat You gain a +2 bonus to attack against mooks.

Protect the Harvest (1st Level)

A divine blessing meant to protect the fields, that also proves its value when surrounded by zombies.

Ranged spell; Daily

Target: The nearby area

Effect: Until the end of the battle or scene, non-humanoid creatures must succeed at a save to enter the target area. After they succeed at one save, they are no longer affected by the spell. Creatures already in the area have disadvantage to all attacks until they leave the area or succeed at a save.

Adventurer Feat Add your Wisdom modifier to the difficulty of the save.

Reap What You Sow (1st Level)

Close-quarters spell; Once per battle; Interrupt action

Trigger: You take damage from an enemy’s attack.

Effect: Gain advantage on your next attack roll against the target. If your attack is a hit, deal extra damage equal to half the damage you took from the attack.

Adventurer Feat You can cast this spell on an ally who was attacked.

Fire / Volcano

Gods of fire range from benevolent protectors of the hearth to raging forces of nature that blow up mountains.

Gain a spell from a different class at your level or lower as a bonus spell. The spell must deal fire damage, or have fire, flame or burn in the name. You can replace the ability score used for attack and damage with Wisdom.

Whenever a spell deals holy damage, you can change that damage to fire damage instead.

Adventurer Feat Gain resist fire 16+.

Invocation of Fire / Volcano: Until the end of the battle or scene, increase all damage dice of attacks that deal fire damage by one step.

Champion Feat Enemies are vulnerable to your spells that deal fire damage.

Epic Feat When you reduce an enemy to zero hp or below with fire damage, you can teleport to that enemy’s location as a free action.

Burning Brand (1st Level)

Melee attack; At-will

Attack: Strength OR Wisdom + Level vs. AC

Hit: WEAPON + Strength damage

Natural even hit: Ongoing fire damage equal to your Wisdom modifier (x2 at 5th level, x3 at 8th).

Miss: Damage equal to your level

Adventurer Feat Add your level to the ongoing damage.

Penance by Fire (3rd Level)

Ranged attack; Once per battle

Target: One nearby enemy

Attack: Wisdom + Level vs. MD

Hit: 1d4 x 10 + Wisdom fire damage and the target is vulnerable to attacks until the end of your next turn. The target can choose to pray fervently for absolution. It takes no damage and avoids the vulnerability, but loses its next standard action.

Miss: Half damage (unless the target prays for absolution)

5th level spell: 1d6 x 10 damage

7th level spell: 2d4 x 10 damage

9th level spell: 2d8 x 10 damage

Champion Feat If the target has dealt damage to you during the battle, deal extra damage equal to your Charisma modifier (x2 at 5th level; x3 at 8th), and even if the target prays for absolution, it takes half damage on a hit.

Flame Strike (5th Level)

Ranged Spell; Daily

Special: You can cast this spell for power or for broad effect.

Cast for power:

Target: One nearby enemy

Attack: Wisdom + Level vs. PD

Hit: 8d8 + Wisdom fire damage

Miss: Half damage

Cast for broad effect:

Target: Three nearby enemies

Attack: Wisdom + Level vs. PD

Hit: 4d8 + Wisdom fire damage

Miss: Half damage

7th level spell: 2d6 x 10 / 1d6 x 10 damage

9th level spell: 3d6 x 10 / 1d10 x 10 damage

Champion Feat Targets that are vulnerable to holy damage are also vulnerable to this spell.

Freedom / Travel

Freedom is the most precious gift once your belly is filled.

You are immune to the stuck and hampered conditions.

Adventurer Feat Nearby allies gain a +1 bonus to saves against these conditions.

Invocation of Freedom / Travel: You and all nearby allies can make a save against all “save ends” conditions.

Champion Feat The targets can even save against conditions that don’t normally allow a save, such as “end of your next turn” effects.

Epic Feat You can use this invocation twice per day.

Freedom Bells (1st Level)

Close-quarters spell; At-will

Attack: Wisdom + Level vs. MD

Hit: 1d8 + Wisdom damage. All allies engaged with the target can pop free.

Miss: Damage equal to your level

3rd level spell: 3d8 damage

5th level spell: 5d8 damage

7th level spell: 7d8 damage

9th level spell: 10d8 damage

Adventurer Feat If the target of the spell is under mind control or a similar effect, you can choose to deal half damage to it and allow it to save against the effect.

Blessed Journey (1st Level)

Ranged spell; Daily

Target: You and one nearby ally per Wisdom modifier

Effect: Double the target’s overland speed for a day as they travel without tiring.

Adventurer Feat You can bless vehicles, such as carts and ships, with this spell.

Freedom of Movement (3rd Level)

Ranged Spell; Daily; Quick action

Effect: You can cast this spell for power or for broad effect.

Cast for power: You or a nearby ally ends all effects that hinder their movement, including penalties to disengage checks, the stuck and hampered conditions, and getting grabbed by enemies. The target is immune to these effects until the end of the battle.

Cast for broad effect: As above, but target three allies (you can include yourself), but no ongoing immunity.

Champion Feat The spell is now Recharge 11+ after battle.

Traveller’s Footsteps (5th Level)

Close-quarters spell; Daily; Quick action

Effect: Until the end of the battle, you can teleport to a nearby location as a move action once per round.

Champion Feat You can cast this spell on a nearby ally.

Good / Selflessness

All religions claim they are for the benefit of the common folk. Yours takes that pledge seriously.

Whenever you cast a cleric daily spell on your allies, but not on yourself, the spell is recharge 18+ after battle.

Epic Feat The spell is now recharge 16+.

Invocation of Good / Selflessness: Transfer all negative effects that your nearby allies are suffering from to yourself. If several allies are suffering from the same effect, transfer all of them, but you still suffer the effect only once.

Adventurer Feat This battle, when you roll a death save, increase the escalation die by one.

Champion Feat You can use this invocation twice per day.

Aiding Strike (1st Level)

Melee attack; At-will

Special: You have disadvantage on the attack roll. Keep the higher die roll. The next ally to attack the target can switch their natural attack roll for the die you kept.

Attack: Strength OR Wisdom + Level vs. AC

Hit: WEAPON + Strength damage

Miss: Holy damage equal to your level

Adventurer Feat If both dice come up as the same result, you can choose to reroll both.

Martyr’s Shield (1st Level)

Ranged spell; Once per battle; Interrupt action

Trigger: A nearby ally is hit by an attack.

Effect: The attacker rerolls the attack. If the reroll is a natural odd hit, the attack hits you instead.

Adventurer Feat Halve the damage that the triggering attack deals to either you or the ally.

Righteous Resolve (3rd Level)

Ranged spell; Daily; Quick action

Effect: Cast this spell for power or for broad effect.

Cast for power: A nearby ally gains a +2 bonus to all savessaving throws, including death saves until the end of the battle.

Cast for broad effect: Up to three nearby allies (including you) gain a +1 bonus to all saving throws, including death saves until the end of the battle.

Adventurer Feat The targets can make a save against a “save ends” effect immediately.

Champion Feat Targets who successfully save against a “save ends” effect also heal hit points equal to twice the spell level.

Carry On, My Friend (5th Level)

Close-quarters spell; Daily; No Action

Special: You can only cast this spell when you are unconscious, or dead, i.e. fighting in spirit.

Effect: You grant a bonus standard action to a nearby ally.

Healing

Let me guess, the party needed a cleric?

(See the 13th Age Core Book p. 95 for details.)

Healing Strike (1st Level)

Melee attack; At-will

Attack: Strength OR Wisdom + Level vs. AC

Hit: WEAPON + Strength damage, and a nearby conscious ally heals hit points equal to your Wisdom modifier (x2 at 5th level; x3 at 8th).

Miss: Damage equal to your level

Adventurer Feat Add your level to the number of hit points healed.

Champion Feat On a natural 18+, a nearby unconscious ally can use a recovery to heal (and they can then benefit from the additional healing on a hit).

Restoration (3rd Level)

Ranged spell; Daily; Quick action

Effect: Cast this spell for power or for broad effect.

Cast for power: Remove all effects that a save can end, including last gasp save effects, from one nearby ally.

Cast for broad effect: Remove one effect that a save can end, including last gasp save effects, from three nearby creatures, including yourself.

Champion Feat The target(s) can also heal using a recovery.

Flash Heal (5th Level)

Ranged spell; Daily; Free Action

Special: You can cast this spell at any time during battle, including enemy turns.

Effect: Cast this spell for power or for broad effect.

Cast for power: A nearby ally can heal using a recovery, and double the hit points gained.

Cast for broad effect: Up to three nearby allies (including you) can heal using a recovery.

Champion Feat The spell is now recharge 11+ after battle.

Justice / Vengeance

And I will strike down upon thee with great vengeance and furious anger.

(See the 13th Age Core Book p. 95 for details.)

Hammer of Retribution (1st Level)

Melee attack; At-will

Attack: Strength OR Wisdom + Level vs. AC

Hit: WEAPON + Strength damage. Until the end of your next turn, whenever the target makes an attack against a staggered or unconscious creature, they take holy damage equal to your Wisdom modifier (x2 at 5th level; x3 at 8th).

Miss: Damage equal to your level

Adventurer Feat Increase your critical threat range with this attack by 1 for each ally (including you) that was knocked below 0 hp this battle.

Champion Feat Add your level to the retribution damage.

Eyes of the Judge (1st Level)

Close-quarters spell; Daily

Effect: Until the end of the battle or scene, you gain True Sight. You see objects and creatures for what they truly are, ignoring any illusion or transformation effects. The GM may require a skill check to unmask a creature or spell of a higher level than yours. You can also see in a person’s aura when they tell a deliberate lie or falsehood.

Compel Duel (3rd Level)

Close-quarters spell; Daily; Quick action

Target: One nearby enemy and one nearby ally (or you)

Effect: Until the end of the battle, or until one of the targets is unconscious, both targets have disadvantage on all attack rolls against targets other than each other. In addition, attacks by anyone else against either of the targets have disadvantage.

Banishment (5th Level)

Close-quarters spell; Daily

Target: 1d3 nearby enemies

Attack: Wisdom + Level vs. PD

Hit: If the target is summoned from a different plane, such as a demon from the abyss, it is banished back to that plane. Other creatures are stunned (save ends) if they have 80 hp or less, or dazed (save ends) otherwise.

Miss: The target is dazed until the end of its next turn.

7th level spell: Stunned at 120 hp or less.

9th level spell: Stunned at 180 hp or less.

Champion Feat You can target a group of up to five mooks as one enemy.

Knowledge / Lore

Strongholds of faith are strongholds of learning.

(See the 13th Age Core Book p. 96 for details.)

Sacred Mantra (1st Level)

You utter words of power in the old language of the scripture.

Close-quarters spell; At-will

Target: The nearby enemy with the lowest MD (choose in case of a tie)

Attack: Automatic hit

Effect: 1d4 + Wisdom holy damage

3rd level spell: 1d8 damage
5th level spell: 2d8 damage
7th level spell: 3d8 damage
9th level spell: 5d8 damage

Adventurer Feat If the target is dazed, hampered, weakened, or stunned, reroll all natural 1s on the damage dice.

Champion Feat The first time you use this spell in a battle, deal maximum damage with it.

Divine Insight (1st Level)

Close-quarter spell; Daily

Effect: Choose a wizard utility spell from the Divination school of this spell’s level or lower. Duplicate its effect.

Pious Tongue (1st Level)

Close-quarters spell; Daily

Effect: Until the end of the scene, you are able to understand all languages, and your words can be understood by any intelligent being. Your words ring as a deep divine truth, which allows you to substitute Wisdom for Charisma in social interaction skill checks.

Adventurer Feat The spell is now recharge 16+.

Intuitive Reading (3rd Level)

Ranged spell; Recharge 11+

Target: A nearby creature you have eye contact with

Attack: Wisdom + Level vs. MD

Hit: Ask a question about the target’s soul. Below are some examples.

“Which icon are you loyal to / do you consider an enemy?”

“What is your greatest hope / greatest fear?”

“What was the most happy / terrifying experience in your life?”

“Which person do you love / hate the most?”

You perceive the answer as an image that appears in your mind.

Miss:

Adventurer Feat Ask up to three questions.

Liberation/Anarchy (13ClD)

Once per incremental advance you attain, you can generate a one-point positive relationship with an icon you don’t already have a relationship with. This relationship must be formed with an icon who is an enemy of another icon with whom you have a negative relationship. At your next incremental advance, you may choose a new one. At the GM’s discretion, you can instead “save” this bonus relationship point and allocate it later to thwart your enemies as the story unfolds, rolling for its potential benefits immediately upon choosing the relationship.

Invocation of Liberation/Anarchy: This battle, you can make a nearby ally pop free from an enemy that is engaged with them.

Adventurer Feat You may use this invocation as a free action at any time, even on someone else’s turn.

Champion Feat When you use this ability on an ally that is grabbed or stuck, the effect or condition ends immediately.

Epic Feat Once per day, you can use this ability on all nearby allies. They become immune to being grabbed or stuck for the rest of the battle.

Life / Death

Lovers, forever nourishing and destroying each other.

(See the 13th Age Core Book p. 96 for details.)

Invigorate (1st Level)

Ranged spell; At-will

Target: A nearby ally

Effect: The ally gains a +2 bonus to their next attack roll. If the attack hits, it deals 1d8 extra damage.

3rd level spell: 3d8 extra damage

5th level spell: 5d8 extra damage

7th level spell: 7d8 extra damage

9th level spell: 10d8 extra damage

Adventurer Feat Increase the attack bonus to +3.

Death Ward (1st Level)

Ranged spell; Daily; Quick action

Target: You or a nearby ally

Effect: The first time the target is reduced to zero hit points this battle, it can spend a recovery to heal as an interrupt action and double the amount healed.

Adventurer Feat When the target uses the interrupt, it also gains a +4 bonus to all defenses until it is missed by an attack.

Champion Feat The spell is now Recharge 16+.

Symbol of Life (3rd Level)

Close-quarters spell; Daily; Quick action

Effect: You create a glowing holy symbol that floats in mid-air until the end of the battle. The symbol starts with a strength equal to the spell level. As a quick action, you or a nearby ally can spend a point of the symbol’s strength to use a recovery to heal. The symbol fades if its strength is reduced to zero.

Adventurer Feat The symbol keeps floating nearby you when you move. It does not fade at the end of the battle if it has strength left. It fades after 1d6 hours.

Champion Feat You or an ally can also spend a point of strength of the symbol to reroll a death save once. This is not an action.

Epic Feat You or an ally can spend two points to use two recoveries, or reroll a death save with a +5 bonus.

Raise Dead (5th Level)

Ranged spell; Daily

Target: A nearby creature that has been killed within a day. You need an intact corpse to cast this spell.

Effect: You reset the target to zero hit points and zero failed death saves. The target starts making death saves, even outside of combat. If it fails four death saves, it is permanently dead. It cannot take recoveries or heal, even through magic, until it succeeds at a death save.

Being raised from the dead is very strenuous. The target takes a -2 penalty to attack rolls, defenses, skill checks and saves until the next full heal-up.

In addition, one randomly chosen ability score of the target is permanently reduced by 2, and it permanently loses a recovery. They also end up with a permanent quirk that is related to how they died. For example, if they died from a fireball, they might end up with permanent flame marks on their skin and a strong fear of fire.

If Raise Dead is cast on a target a second time before it gains a level, the spell fails.

<<<Begin sidebar>>>

Raise Dead is a classic spell, but even in this version with a built-in chance to fail, it still makes bringing a PC back from the dead much easier than with the severely limited Resurrection spell in the Core Book. It depends on the intended grittiness of the campaign whether GMs want to make Raise Dead available as a spell or not.

<<<End sidebar>>>

Slay Living (7th Level)

Close-quarters spell; Daily

Target: One enemy you are engaged with

Attack: Wisdom + Level vs. PD

Hit: If the target has 150 hit points or less, it dies. If it has more hit points, it takes 100 negative energy damage.

Miss: 3d10 negative energy damage

9th level spell: Death on 250 hit points or less; 150 damage otherwise; 5d10 damage on miss

Epic Feat You can use this spell as a ranged attack against a nearby enemy.

Gate to the Underworld (9th Level)

Close-quarters spell; Daily

Special: You must cast this spell at a site that has a connection to the dead, such as a graveyard, a crypt, or the site of a large, ancient battle.

Effect: The spell enables you and a group of nearby allies to travel to any location in the underworld, the world of spirits and the dead. Some knowledge of the underworld is required to know where you are going, which can be gained from past travels, scrying rituals, or the guidance of the soul of a deceased. Travel takes between an hour and a day, depending on distance and the amount of effort exerted.

After you enter the underworld, the gate remains and can be unlocked with the right passphrase. You have to return to the same location within the underworld to return. You can also cast this spell again to open a gate back to the surface.

Epic Feat You can open the gate to return from anywhere within the Underworld with a passphrase.

Love / Beauty

(See the 13th Age Core Book p. 96 for details.)

Radiant Heart (1st Level)

Ranged spell; At-will

Target: A nearby enemy

Attack: Wisdom + Level vs. MD

Hit: 1d6 + Wisdom holy damage. Choose a nearby ally. The target is unable to attack you or the chosen ally until the end of your next turn, or until you or that ally attack it.

Miss: Damage equal to your level

3rd level spell: 3d6 damage

5th level spell: 5d6 damage

7th level spell: 7d6 damage

9th level spell: 10d6 damage

Adventurer Feat On a natural even hit, the chosen ally heals hit points equal to your Charisma modifier (x2 at 5th level; x3 at 8th).

Call for a White Knight (1st Level)

Ranged spell; Daily

Target: One nearby creature with 60 hp or fewer

Attack: Wisdom + Level vs. MD

Hit: The target sees you as a hapless damsel in distress that needs protection. On its turn, it won’t take any actions except move close to you, if possible. When adjacent to you, it has a 50% chance of taking a hit that was meant for you. Once between its turns, it can make a counterattack against a creature attacking you as an interrupt. The effect ends on a normal save, or if the target is attacked by you or one of your allies.

Miss:

3rd level spell: Target with 100 hp or fewer

5th level spell: Target with 150 hp or fewer

7th level spell: Target with 250 hp or fewer

9th level spell: Target with 400 hp or fewer

Adventurer Feat If you don’t attack during your turn, the target’s save is a hard save (16+).

Champion Feat On a miss, the spell is not expended.

Love Charm (1st Level)

Ranged spell; Daily

Target: One nearby creature with 40 hp or fewer

Special: This spell cannot be cast during combat or on a target that has rolled initiative to fight.

Attack: Wisdom + Level vs. MD

Hit: The target falls in love with you. It will follow you around and try to please you. The effect ends if you reject the target’s advances, or if you or an ally tries to harm it. If combat starts, the target can save against the effect normally.

Miss: The target feels warm and fuzzy, but can’t quite tell why.

3rd level spell: Target with 64 hp or fewer

5th level spell: Target with 96 hp or fewer

7th level spell: Target with 160 hp or fewer

9th level spell: Target with 266 hp or fewer

Luck (13ClD)

Once per battle on your respective turns as a free action, you and your allies may each adjust the natural value of a single d20 roll downward by 1 (typically to trigger a result which would usually only work on a natural odd or even roll). An ally must be nearby you in order to use this blessing.

Invocation of Luck: This battle, you and each of your allies can each separately reduce the difficulty value of a single save in order to end an ongoing condition by one step—Hard (16+) is reduced to Normal (11+), Normal (11+) is reduced to Easy (6+), and an Easy (6+) save automatically succeeds the next time the character would make the roll. This difficulty reduction persists until you or that ally succeeds on the save, or until the battle ends.

Champion Feat As a free action at any time (typically after an enemy attack is rolled but before its damage and other effects are resolved), you can revoke this benefit for yourself and all allies who have not yet used it in order to add the escalation die to a single ally’s AC or PD (you choose which one is affected). You cannot bestow this defense bonus on yourself.

Epic Feat As the Champion feat above, except that the escalation die bonus is now granted to AC, PD, and MD.

Luck / Fortune

Choose a spell from the fateweaver class (see Dark Pacts & Ancient Secrets) of your level or lower as a bonus spell.

Adventurer Feat You can Gather Focus (DPAS p. 24) like a fateweaver for the chosen spell.

Champion Feat Gain an adventurer-tier meditation from the class as a bonus spell.

Invocation of Luck / Fortune: This battle, whenever you or a nearby ally rolls a natural 1 on a d20, flip a coin and call heads or tails. If you win, treat the roll as a natural 20 instead.

Lucky Star (1st Level)

Ranged spell; At-will

Target: A nearby enemy

Attack: Wisdom + Level vs. PD

Hit: 1d4 + Wisdom holy damage. Give a luck token to yourself or a nearby ally. The token can be used to increase a natural d20 roll by 1 this battle. You can’t give a token to someone who already has a token.

Miss: Damage equal to your level

3rd level spell: 3d4 damage

5th level spell: 5d4 damage

7th level spell: 7d4 damage

9th level spell: 10d4 damage

Adventurer Feat On a natural 20, gain a second luck token.

Fortuna’s Frown (1st Level)

Ranged spell; Recharge 16+ after battle; Interrupt action

Trigger: You or a nearby ally is hit by an attack

Target: The attacker

Attack: Wisdom + Level vs. MD

Hit: The target cannot benefit from effects that are triggered by specific attack roll, such as an even hit (save ends).

Miss: Damage equal to your level

Serendipity (1st Level)

Ranged spell; Daily; Free action

Target: You or a nearby ally

Effect: When the spell is cast, a good thing happens to the target through sheer dumb luck. Maybe they kick a stone down the dark tunnel to disarm a deadly trap, lean against a wall to find the secret door everyone is looking for, or just happen to recognize the shopkeeper as an old childhood friend to get a big discount.

It’s best to cast the spell when there is a specific problem that the party is facing. The GM then decides what boon to grant the PC, and the player can narrate the details of what happens.

Adventurer Feat The spell is now Recharge 16+.

Madness / Nightmare

You are the only sane person in the room.

You are immune to the dazed and confused conditions.

Adventurer Feat Nearby allies gain a +1 bonus to saves against the dazed and confused conditions.

Champion Feat When an enemy attack affects you with the dazed or confused condition, gain a +1 bonus to your next attack roll instead.

Epic Feat Enemies that are dazed or confused are vulnerable to your attacks.

Invocation of Madness / Nightmare: The next enemy you hit with a cleric spell this battle is also confused (save ends).

Manic Cackle (1st Level)

Close-quarters spell; At-will

Target: One nearby enemy

Attack: Wisdom + Level vs. MD

Hit: 1d6 + Wisdom psychic damage

Natural 18+: The target immediately makes an attack against its own ally.

Miss: Damage equal to your level

3rd level spell: 3d6 damage

5th level spell: 5d6 damage

7th level spell: 7d6 damage

9th level spell: 10d6 damage

Champion Feat Once per battle, when the escalation die is odd, attack 1d3 enemies with this spell.

Manic Reflection (3rd Level)

Close-quarters spell; Recharge 16+ after battle; Interrupt action

Trigger: An enemy hits you with a melee attack.

Effect: The attacker must reroll the attack. You must accept the new result. If the reroll is a miss, the attacker takes psychic damage equal to half the damage of a hit.

Adventurer Feat The reroll takes a penalty equal to your Charisma modifier.

Champion Feat If the reroll is a hit, you regain this spell at the end of the battle.

Waking Nightmare (5th Level)

Listen to the voices. Your friends are out to get you.

Ranged spell; Daily

Target: One nearby enemy with 160 hp or fewer

Attack: Wisdom + Level vs. MD

Hit: The target is confused (save ends). Whenever the target hits an ally, it takes half the damage it dealt as psychic damage.

Miss: The target is dazed until the end of your next turn.

7th level spell: Target with 250 hp or fewer

9th level spell: Target with 500 hp or fewer

Champion Feat The target adds the escalation die to attacks against its allies.

Epic Feat Double the hit point limit for enemies you can target.

Fever Dream (7th Level)

Ranged spell; Daily

Target: One nearby enemy

Special: If you collect three personal items from the target and create a little effigy of it, you can cast this spell as a ritual on the effigy and affect the target over a distance of several miles.

Attack: Wisdom + Level vs. MD

Hit: The next time the target sleeps, it will be plagued by a nightmare you create for it. If it succeeds at a save, it still regains half of its recoveries and spells that night. If it fails the save, it does not recover any. For NPCs that don’t have recoveries or spell slots, the GM should reduce their stats or remove a number of powers on the next day.

Miss:

Magic / Arcana

Arcane magic is but a shard of the divine.

Gain a wizard spell, or a sorcerer spell from the arcane bloodline, of up to your level as a bonus spell. You can switch out Intelligence or Charisma for Wisdom in the spell description.

Adventurer Feat You can now choose the wizard’s utility spell (CB 150) as your bonus spell.

Invocation of Magic / Arcana: Choose yourself or a nearby ally. The next spell cast by the target is treated as if it was two levels higher. If the spell is already at 9th level, increase its effect by 50% (caster chooses one: number of targets, damage, healing, granted bonus).

Champion Feat If the invocation would end at the end of your turn, roll a d6. On a 6, it is active for another turn.

Magic Spark (1st Level)

Ranged spell; At-will

Target: A nearby enemy

Attack: Wisdom + Level vs. PD

Hit: 1d6 + Wisdom force damage

Natural even hit: A nearby ally can add your Charisma modifier to their next attack roll against the target.

Miss:

Natural even miss: You gain a +1 bonus to your next spell attack this battle.

3rd level spell: 3d6 damage

5th level spell: 5d6 damage

7th level spell: 7d6 damage

9th level spell: 10d6 damage

Adventurer Feat Increase the attack bonus on natural even miss to +2.

Champion Feat On a natural odd miss, repeat the attack once against a different nearby enemy.

Might of Magic (5th Level)

Close-quarters spell; Recharge 11+; Quick action

Target: A nearby enemy

Attack: Wisdom + Level vs. MD

Hit: The target cannot use resistances or other abilities to reduce the damage it takes (save ends).

Miss:

Champion Feat The save against this spell is a hard save (16+).

Shield of the Archons (5th Level)

Close-quarters spell; Daily; Quick action

Effect: You can cast this spell for power or for broad effect.

Cast for power: Choose a nearby ally. The next magical attack against the target this battle is absorbed without effect. Roll a save — on a success the shield persists and absorbs a second attack.

Cast for broad effect: Target three nearby allies (including you). The next time the target is subject to a magical attack this battle, roll a save. On a success, the attack is absorbed without effect.

Champion Feat This spell is now Recharge 11+.

Metal / Smithing

Dwarves shape metal like the gods shaped the first dwarf.

Up to one item per level (a sword, armor, shield and so on) that you have forged yourself is considered an adventurer level true magic item of the appropriate chakra when you or an ally wears it. The item only has the basic enchantment effect (+1 to attack and damage for a weapon), but it can acquire an additional effect through story events or icon relations.

Adventurer Feat Gain 3 points towards a background in smithing.

Champion Feat Your smithed items are considered champion level items.

Epic Feat Your smithed items are considered epic level items.

Invocation of Metal / Smithing: Until the end of the battle, you deal an extra WEAPON damage die with metal weapons (5th level: two dice; 8th level: 3 dice).

Adventurer Feat Also grant the bonus to two nearby allies.

Blessed Steel (1st Level)

Melee attack; At-will

Attack: Strength OR Wisdom + Level vs. AC

Hit: WEAPON + Strength damage

Natural 16+: Deal extra holy damage equal to your Wisdom modifier (x2 at 5th level; x3 at 8th)

Miss: Damage equal to your level

Adventurer Feat Deal half damage on a miss.

Champion Feat Deal triple damage on a natural 20.

Heat Metal (1st Level)

Ranged spell; Daily

Target: One nearby enemy in heavy armor, wearing metal armor, or using metal weapons

Attack: Wisdom + Level vs. PD

Hit: 3d6 + Wisdom fire damage,  10 ongoing fire damage, and the target is dazed (save ends both).

Miss: 10 ongoing fire damage

3rd level spell: 5d6 damage; 15 ongoing damage

5th level spell: 5d10 damage; 25 ongoing damage

7th level spell: 9d10 damage; 40 ongoing damage

9th level spell: 10d12 damage; 50 ongoing damage

Blade Barrier (5th Level)

Close-quarters spell; Daily

Target: All enemies engaged with you

Attack: Wisdom + Level vs. AC

Hit: 6d8 + Wisdom damage

Miss: Half damage

Always: Until the end of the battle, when an enemy engages you, deal 3d8 damage to them.

7th level spell: 9d8 / 4d8 damage

9th level spell: 12d8 / 6d8 damage

Champion: Increase the damage dice to d10s.

Music / Song

Music moves hearts and minds as easily as the strongest magic.

Gain a bardic song (CB p. 83) of up to your level as a bonus spell. You can replace Charisma with Wisdom in the spell description.

You can conceal your divine spellcasting as part of music or singing, as long as the spell effect itself is subtle, i.e. not like a Flamestrike.

Adventurer Feat You gain 3 points towards a background in musical performance.

Invocation of Music: Grant yourself and all nearby allies a d6 inspiration die, which you can add as a bonus to any d20 roll before the end of the battle or scene. You can decide whether to use the bonus after making the roll.

Champion Feat Increase the die to a d8.

Divine Cantata (1st Level)

Close-quarters spell; At-will

Target: Up to two nearby enemies

Attack: Wisdom + Level vs. PD

Hit: 1d4 + Wisdom holy damage, and a nearby ally gains a +1 bonus to their next savesaving throw.

Miss: Damage equal to your level

3rd level spell: 1d12 damage

5th level spell: 2d8 damage

7th level spell: 2d12 damage

9th level spell: 4d12 damage

Adventurer Feat If both attacks hit and you grant both save bonuses to the same ally, increase the total save bonus to +4.

Sacred Hymn (1st Level)

Close-quarters spell; Daily

Effect: Increase the escalation die by 1. Until the end of the battle, any enemy attempting to use the escalation die (or steal it, or otherwise manipulate it) takes holy damage equal to your Charisma modifier (x2 at 5th level; x3 at 8th) + the spell level.

5th level spell: You can now cast this spell as a quick action.

Adventurer Feat Until the end of the battle, you and all allies can add the escalation die to sustain checks for bard songs.

Angelic Chorus (7th Level)

Close-quarters spell; Daily; Quick action

Effect: You call celestial beings to the battlefield until the end of the battle. While they don’t interact with any creatures directly, they can take one standard action on your turn to cast any of your cleric spells as if you had cast it. The spell is expended as if you had cast it.

Pain / Suffering

I will face my fear. I will permit it to pass over me and through me. Where the fear has gone there will be nothing. Only I will remain.

While you are staggered, increase the damage die of each spell you cast by one step (d4 -> d6 and so on).

Adventurer Feat While you are staggered, increase the difficulty of saves against effects you place on enemies by 2.

Invocation of Pain: When you deal damage to an enemy, you can activate this power as a free action to deal ongoing damage to the target equal to the damage you just inflicted.

Champion Feat If you use this invocation while you are staggered, you regain it at the end of the battle.

Inflict Wounds (1st Level)

Close-quarters spell; At-will

Target: One nearby enemy you are engaged with

Attack: Wisdom + Level vs. PD

Hit: 1d8 + Wisdom negative energy damage

Miss: Negative energy damage equal to your level

3rd level spell: 3d8 damage

5th level spell: 5d8 damage

7th level spell: 7d8 damage

9th level spell: 10d8 damage

Adventurer Feat You gain a +2 bonus to hit against staggered enemies.

Champion Feat On a natural 18+, the target is weakened until the end of its next turn.

Thorny Crown (3rd Level)

Ranged spell; Daily; Quick action

Effect: Cast this spell for power or for broad effect.

Cast for power: A nearby ally gains resist all 16+ until the end of the battle. When damage is resisted, the resisted part of the damage is reflected to the attacker, and the spell ends.

Cast for broad effect: As cast for power, but target 3 nearby allies with resist all 12+.

Champion Feat The spell no longer ends when a target resists damage.

Harm (7th Level)

Close-quarters spell; Daily

Target: One nearby enemy you are engaged with

Attack: Wisdom + Level vs. PD

Hit: 2d8 x 10 negative energy damage

Natural 16+: If the target has 120 hit points or fewer after taking damage, it starts making last gasp saves (16+).

Miss: 1d4 x 10 negative energy damage

9th level spell: 3d8 x 10 damage on a hit; 1d8 x 10 damage on a miss; 180 hp or fewer

Champion Feat You can cast this spell as a ranged spell against a nearby enemy.

Plant / Forest

Revere the ancient trees, taller, stronger and filled with more wisdom than any temple.

Gain a spell from the Forest terrain of the druid’s Circle of the Lands of up to your level as a bonus spell.

Adventurer Feat You and any nearby allies ignore movement penalties or restrictions in dense or hazardous vegetation. Any related skill checks are one step easier (-5).

Invocation of Plant: Deal 3 times your level in ongoing poison damage to all nearby enemies that are stuck.

Champion Feat The targets have disadvantage on their next save against ongoing poison damage and the stuck effect.

Epic Feat Increase the ongoing damage to 5 times your level.

Thorn Whip (1st Level)

Close-quarters spell; At-will

Target: One nearby enemy you are engaged with

Attack: Strength OR Wisdom + Level vs. AC

Hit: 1d6 per level + Strength poison damage

Natural even hit: The target is stuck until the end of your next turn.

Miss: Damage equal to your level

Adventurer Feat You can attack nearby enemies you are not engaged with.

Binding Vines (1st Level)

Ranged spell; Once per battle; Quick Action

Target: A nearby enemy

Attack: Wisdom + Level vs. AC; you have a -4 penalty to the attack roll against large, huge, and flying enemies

Hit: The target is stuck (save ends).

Adventurer Feat You can target 1d3 enemies with this spell.

Champion Feat The target is also dazed (save ends both).

Epic Feat The target is also vulnerable to attacks (save ends all).

Ensnaring Roots (1st Level)

Ranged spell; Daily

Effect: Until the end of the battle, tree roots in the nearby area start writhing and grabbing for your enemies’ legs. When an enemy moves on the ground, it must succeed at an easy save (6+), or it is stuck until the start of its next turn.

3rd level spell: You can now cast this spell as a quick action.

5th level spell: The save is now a normal save (11+) for normal-sized and smaller enemies.

Protection / Community

A temple without a flock is a crypt of dead teachings.

(See the 13th Age Core Book p. 97 for details.)

Shielding Strike (1st Level)

Melee attack; At-will

Attack: Strength OR Wisdom + Level vs. AC

Hit: WEAPON + Strength damage, and you grant a nearby ally a +2 bonus to AC until the end of your next turn.

Miss: Grant a nearby ally a +1 bonus to AC.

Adventurer Feat If you wield a shield, grant the bonus to PD too.

Blessed Orator (1st Level)

Close-quarters spell; Daily

Effect: Until the end of the scene, you have advantage on Wisdom and Charisma-checks when speaking to a group.

Shield Other (1st Level)

Close-quarters spell; Recharge 11+ after battle; Interrupt action

Trigger: An attack hits a nearby ally’s AC.

Effect: The attacker must reroll the attack, and use the second result.

3rd level spell: The ally gains a +2 AC bonus against the rerolled attack.

5th level spell: You can trigger the spell against attacks that target PD; replace references to AC with PD.

7th level spell: The bonus to AC/PD on the rerolled attack increases to +4.

9th level spell: The bonus to AC/PD on the rerolled attack increases to +6.

Adventurer Feat You can now choose either of the attack rolls, in case the second one crits or is otherwise bad for your ally.

Champion Feat Recharge roll after battle is now 6+.

Epic Feat Hit or miss, the ally takes only half damage from any attack you use Shield Other against.

Summon Guardian of Faith (3rd Level)

Close-quarters spell; Daily

Effect: This spell calls a Guardian of Faith as a superior summoned creature according to the summoning rules on page XX. The guardian takes a shape determined by your faith, often an animal associated with strength, valor and protection, such as a lion, or a knightly saint. The level of the guardian is the same as the spell’s level.

Adventurer Feat If you summon the guardian to defend a holy site, it has a +2 bonus to attacks and defenses and twice the starting hit points.

Champion Feat The guardian has resist negative energy 16+.

Epic Feat The guardian’s defend abilities grant a +3 bonus to defenses.

Summoned Guardian of Faith

3rd level troop [Celestial beast]

Initiative: +5

Celestial weapon +8 vs. AC—10 holy damage.

Natural even hit: The guardian can use both defend self and defend other this turn.

Defend self (quick action): The guardian gains a +2 bonus to all defenses until the end of its next turn.

Defend others (quick action): The ally closest to the guardian gains a +2 bonus to all defenses until the end of its next turn.

Guardian of Faith Level Progression

Level Initiative Attack Damage AC PD MD HP
3 +5 +8 10 18 13 17 35
5 +7 +10 16 20 15 19 55
7 +10 +13 25 23 18 22 85
9 +12 +15 40 25 20 24 140

Walk Unharmed (3rd Level)

Close-quarters spell; Daily

Special: You can only cast this spell outside of battle.

Effect: Until the end of the scene, you and up to one nearby ally per point of Wisdom modifier cannot be attacked. Only creatures of a higher level than you, or direct icon interference (watch those complications from 5s!) can break the effect. The effect also ends if you or one of your allies makes an attack.

5th level spell: The effect lasts one hour.

7th level spell: The effect lasts 1d6 hours.

9th level spell: The effect lasts 2d4 hours.

Secrets / Cultism

Your church, or at least the branch you belong to, prefers to operate without drawing attention to itself. You generally don’t disclose your status to those who are not part of your faith.

Your divine magic is subtle, and hard to detect. Outside of blatant elemental effects, only direct targets of the spell, and those with a supernatural ability to detect divine presence will notice your divine aura or your spellcasting.

Adventurer Feat Your ranged divine spells don’t provoke opportunity attacks.

Champion Feat When casting a divine ritual to uncover secrets or find forbidden information, you gain advantage on the skill check.

Epic Feat Once per day, you can use a secret you know about a target to gain advantage on a spell attack roll against them.

Invocation of Secrets / Cultism: Choose a nearby person. Gain a hint about a secret they are hiding. The hint should be significant enough to drive the story forward, but not so complete that no further investigation is required. If in doubt, the invocation gives an inspiration about where to look for more information.

Ominous Chant (1st Level)

Close-quarters spell; At-will

Target: One nearby enemy

Attack: Wisdom + Level vs. MD

Hit: 1d8 + Wisdom psychic damage

Miss: Damage equal to your level

Any natural even roll: The target takes a -4 penalty to MD until the end of your next turn.

3rd level spell: 3d8 damage

5th level spell: 5d8 damage

7th level spell: 7d8 damage

9th level spell: 10d8 damage

Adventurer Feat The damage dice of this spell are exploding dice.

Encrypt (1st Level)

Close-quarters spell; Daily

Target: A letter, book etc.

Effect: You obfuscate the words, and make the writing appear as a harmless text or complete gibberish. Only you, and any person designated by you, can read the original text.

Erase Memory (5th Level)

Ranged spell; Daily

Target: One nearby creature

Attack: Wisdom + Level vs. MD

Hit: You cause the target to forget a small piece of information, such as the face of a stranger, a password or the location of a meeting. The target can save against the effect after 24 hours, and each day after that.

Miss:

Natural odd miss: The target notices the attempt to mess with its mind, and it will be quite unhappy about it.

7th level spell: The target forgets something much closer to them, such as the name of a good friend.

9th level spell: You can erase a larger chunk of memory, up to a year’s worth.

Champion Feat Instead of erasing the memory, you can subtly alter it. For example, you can make the target remember a different face.

Spirits / Undeath

Eternal life at any cost.

Gain a necromancer spell (13TW p. 85) of your level or lower as a bonus spell. You can switch Intelligence for Wisdom in the spell description.

Invocation of Spirits / Undeath: Until the end of the battle, deal negative energy damage equal to your level to each enemy who makes an attack against you. If an undead creature attempts to attack you, it must roll a save. If the save fails, they cannot attack you, but they do not lose the action used for the attack. If the save succeeds, they can now attack you freely until the end of the battle.

Adventurer Feat If the save is a natural 1, the target is stunned until the start of its next turn.

Withering Touch (1st Level)

Close-quarters spell; At-will

Target: One enemy you are engaged with

Attack: Wisdom + Level vs. PD

Hit: 1d12 + Wisdom negative energy damage

Miss:

Natural odd miss: You take 1d6 negative energy damage.

3rd level spell: 5d6 damage, 2d6 damage on odd miss

5th level spell: 5d8 damage, 2d8 damage on odd miss

7th level spell: 7d10 damage, 3d10 damage on odd miss

9th level spell: 10d10 damage, 4d6 damage on odd miss

Champion Feat You can now use the spell as a ranged spell.

Captive Spirit (1st Level)

Ranged spell; Once per battle

Effect: You summon one captive spirit mook as per the summoning rules on page XX. The spirit fights for you until the end of the battle, or until it drops to 0 hp, whichever comes first.

Summoned Captive Spirit

1st level mook [undead]

Initiative: +2

Celestial weapon +5 vs. PD—2 ongoing damage. Heal 1 damage to the controller of this spirit.

Flying; resist physical damage 16+

Adventurer Feat On a natural even hit, your spirit also grants its healing to one nearby ally.

Captive Spirit Level Progression

Level Initiative Attack Ongoing Damage Healing AC PD MD HP
1 +2 +5 2 1 13 13 13 5
3 +4 +7 4 2 15 15 15 8
5 +7 +10 7 4 18 18 18 13
7 +9 +12 10 7 20 20 20 20
9 +12 +15 15 10 23 23 23 30

Bolster Undead (3rd Level)

Ranged spell; Daily; Quick action

Effect: You can cast this spell for power or for broad effect.

Cast for power: One nearby undead creature gains 20 temporary hit points and a +2 bonus to hit until the end of the battle.

Cast for broad effect: Choose up to three nearby undead creatures; each target gains 10 temporary hit points and a +1 bonus to hit until the end of the battle.

5th level spell: Temporary hp = 30/15

7th level spell: Temporary hp = 40/20

9th level spell: Temporary hp = 50/25

Strength

You worship physical prowess.

(See the 13th Age Core Book p. 97 for details.)

Powerful Blow (1st Level)

Melee attack; At-will

Attack: Strength + Level vs. AC

Hit: WEAPON + Strength damage

Natural odd hit: The target pops free from you.

Miss: Damage equal to your Strength modifier (x2 at 5th level; x3 at 8th) + Level

Adventurer Feat On a natural even hit, deal extra damage equal to your level.

Champion Feat On a natural odd hit, you knock the target prone. Melee attacks have advantage against the target until it takes a move action to stand up.

Bend Bars and Lift Gates (1st Level)

Close-quarters spell; Once per scene; Free action

Trigger: You or a nearby ally makes a Strength check or a Strength-based skill check.

Effect: Triple the target’s Strength modifier for the check.

Adventurer Feat You can target 1d3 allies (including yourself).

Siphon Strength (3rd Level)

Ranged spell; Daily

Target: One nearby enemy with 96 hp or fewer

Attack: Wisdom + Level vs. PD

Hit: 4d12 + Wisdom negative energy damage, and the target is weakened (save ends)

Miss: Half damage

5th level spell: 7d12 damage

7th level spell: 2d6 x 10 damage

9th level spell: 2d10 x 10 damage

Adventurer Feat The spell can now target an enemy with any number of hit points while the escalation die is 3+.

Champion Feat The save against weakened is now a hard save (16+).

Epic Feat On a miss, the target is also dazed (save ends).

Sun / Anti-Undead

The sun, all-seeing and eternal, is the center of the sky and of many pantheons.

(See the 13th Age Core Book p. 97 for details.)

Ray of Light (1st Level)

Ranged spell; At-will

Target: A nearby enemy

Attack: Wisdom + Level vs. MD

Hit: 1d6 + Wisdom holy damage. Deal maximum damage against undead.

Miss: Damage equal to your level

3rd level spell: 3d6 damage

5th level spell: 5d6 damage

7th level spell: 7d6 damage

9th level spell: 10d6 damage

Adventurer Feat Against undead, deal half damage on a miss.

Champion Feat Increase the damage dice to d8.

Consecration (1st Level)

Ranged spell; Daily

Effect: You create a consecrated area that covers the nearby battlefield until the end of the battle. Within the area, undead, demons and devils lose their resistances and become vulnerable to all attacks. Against creatures that are already vulnerable to holy damage, you deal extra damage equal to your Wisdom modifier (x2 at 5th level; x3 at 8th).

3rd level spell: You can now cast this spell as a quick action.

Adventurer Feat Allies gain a bonus die to their recovery rolls while within the consecrated area (5th level: 2 dice; 8th level: 3 dice).

Champion Feat The spell is now Recharge 16+.

Searing Light (3rd Level)

Ranged spell; Daily

Target: One nearby enemy per point of escalation die

Attack: Wisdom + Level vs. MD

Hit: 5d8 + Wisdom holy damage. If the target is a demon or undead, it is also dazed (save ends).

Miss: Half damage

5th level spell: 1d8 x 10 damage

7th level spell: 1d8 x 15 damage

9th level spell: 2d8 x 10 damage

Adventurer Feat Gain a +3 bonus to hit against demons and undead.

Time

No one can escape time.

Choose a wizard spell of your level or lower from the following list as a bonus spell: Feather Fall, Haste (Core Book p. 156), Slow (page XX), Time Stop (page XX).

Adventurer Feat Once per battle, when the escalation die is increased by one, move yourself up 1d4 positions in the initiative order.

Invocation of Time: Grant a nearby ally a standard action.

Champion Feat Also grant a move action.

Sands of Time (1st Level)

Ranged spell; At-will

Target: A nearby enemy

Attack: Wisdom + Level vs. MD

Hit: 1d4 + Wisdom ongoing holy damage

Miss: Damage equal to your level

3rd level spell: 2d8 ongoing damage

5th level spell: 4d6 ongoing damage

7th level spell: 6d6 ongoing damage

9th level spell: 7d10 ongoing damage

Adventurer Feat The target also takes a -2 penalty to disengage checks (save ends both).

Temporal Disruption (1st Level)

Ranged spell; Daily

Target: 1d3 nearby enemies

Attack: Wisdom + Level vs. MD

Hit: 4d6 + Wisdom holy damage. Move the target to the end of the initiative queue. If it has already taken its turn this round, it takes its next turn in the next round.

Miss: Half damage

3rd level spell: 7d6 damage

5th level spell: 10d6 damage

7th level spell: 15d6 damage

9th level spell: 2d6 x 10 damage

Visions of the Past (1st Level)

Close-quarters spell; Daily; Quick action

Effect: Focus on a nearby person, place, or object, and decide a rough time range (1 day, 1 month, 1 year, 100 years …). You see a vision of that person, place, or object at the time. You can improve the vision if you focus longer, touch the object, and succeed at skill check at a normal difficulty.

5th level spell: The difficulty of skill checks for the spell is now easy.

Trickery / Illusion

Every family has its black sheep, every pantheon has its trickster.

(See the 13th Age Core Book p. 97 for details.)

Wink of the Trickster (1st Level)

Ranged spell; At-will

Target: A nearby enemy

Attack: Wisdom + Level vs. MD

Hit: 1d6 + Wisdom psychic damage

Natural even hit: The next attack by the target against you has disadvantage as you create an illusory double of yourself.

Miss:

Natural even miss: The next attack against a nearby ally of your choice has disadvantage.

3rd level spell: 3d6 damage

5th level spell: 5d6 damage

7th level spell: 7d6 damage

9th level spell: 10d6 damage

Adventurer Feat You can use this spell as a melee attack that deals WEAPON + Wisdom damage.

Champion Feat On a natural 20, the target is confused until the end of its next turn.

Taunt and Tease (1st Level)

Ranged spell; Once per battle

Target: One nearby enemy

Attack: Wisdom + Level vs. MD

Hit: 4d6 + Wisdom psychic damage, and the target takes a -4 penalty to attacks until the end of your next turn, unless it attacks you. If it misses with an attack against any target, it takes psychic damage equal to your Charisma modifier (x2 at 5th level; x3 at 8th) + twice the spell level.

Miss: Damage equal to your level

3rd level spell: 5d8 damage.

5th level spell: 7d10 damage.

7th level spell: 10d12 damage.

9th level spell: 2d8 x 10 damage.

Adventurer Feat You can make the target think the attack comes from an ally it is engaged with instead of you. It now has a -4 penalty to attacks against everyone except that ally.

Champion Feat A natural even miss does not expend the spell.

Trickster’s Guise (1st Level)

Close-quarters spell; Daily

Effect: This spell provides you with an effective magical disguise that lasts about ten minutes, making the skill check to avoid unmasking one step easier (-5 to the difficulty). The spell only affects your general appearance, not your size. It can be used to hide your features behind the generic features of another person or race. Using it to impersonate a specific creature makes it less effective as a disguise (-2 to -5 penalty to the check).

3rd level spell: The spell lasts for 1 hour.

5th level spell: The spell also provides smell; +2 bonus to any checks.

7th level spell: The spell also handles accurate-sounding vocal patterns and rough mannerisms; +4 bonus to any checks.

Champion Feat You can cast the spell on yourself plus one ally per point of Wisdom modifier. All disguises will be of the same type, for example all orcs or all city guards.

Borrowed Trick (5th Level)

Ranged spell; Daily; Quick action

Target: One nearby ally

Effect: Choose a spell, maneuver or power of the target. You can use it at its normal frequency until the end of the battle.

Cheat All Except Death (7th Level)

Close-quarters spell; Daily; Quick action

Target: You

Effect: Until the end of the battle, you can set a d20 roll as a natural 20 after making the roll. Each time you do so, you add one failed death save for this battle. As usual, you die after the fourth failed death save, regardless of your current hit point total.

War / Leadership

The fiercest battles are fought when both sides pray to the same god.

(See the 13th Age Core Book p. 97 for details.)

Lead the Assault (1st Level)

Melee attack; At-will

Attack: Strength OR Wisdom + Level vs. AC

Hit: WEAPON + Strength damage. Until the end of your next turn, your allies have a +2 bonus to their critical threat range against the target.

Miss: Damage equal to your level

Adventurer Feat Also grant the crit bonus on an even miss.

Booming Command (1st Level)

Close-quarters spell; Daily

Target: One nearby enemy

Effect: You give the target a simple, three-word command, such as “drop your weapon” or “run away quickly”. If the target obeys, no other effect happens. If it doesn’t, make the following attack against it:

Attack: Wisdom + Level vs. MD

Hit: 3d8 + Wisdom thunder damage

Miss: Damage equal to your level

3rd level spell: 4d8 thunder damage

5th level spell: 6d8 thunder damage

7th level spell: 9d8 thunder damage

9th level spell: 2d6 x 10 thunder damage

Adventurer Feat The command can be up to 5 words.

Champion Feat Target 1d3 enemies.

Epic Feat Target 1d4 enemies.

Elevated Command (3rd Level)

Close-quarters spell; Daily; Quick action

Effect: Until the end of the battle, when you grant an ally an attack bonus from the War Domain, increase it +2.

Adventurer Feat The War domain’s attack bonus now lasts until the end of your next turn, and you can benefit from it yourself.

Water / Sea / River

From the tiniest stream to the endless oceans, where there is water, there is divine power.

Choose a spell from the Ocean or River terrains of the druid’s Circle of the Lands of up to your level as a bonus spell.

Adventurer Feat You gain resist poison 16+.

Invocation of Water: A foggy mist fills the battlefield that gives you and all allies in the nearby area a +2 bonus to defenses against ranged and close-quarters attacks, and resist fire and poison 12+.

Champion Feat Increase the resistances to 14+.

Jetblast (1st Level)

Close-quarters spell; At-will

Target: A nearby enemy

Attack: Wisdom + Level vs. PD

Hit: 1d6 + Wisdom damage. If the target has an attack that deals fire damage, it is dazed (doused) until the end of your next turn.

Natural even hit: If the target is engaged with you, you force it to pop free.

Miss: Damage equal to your level

3rd level spell: 3d6 damage

5th level spell: 5d6 damage

7th level spell: 7d6 damage

9th level spell: 10d6 damage

Champion Feat You can choose to attack two targets with this spell, but you take a –4 penalty to your attack roll.

Neutralize Poison (1st Level)

Ranged spell; Recharge 11+ after battle; Quick action

Effect: You can cast this spell for power or for broad effect.

Cast for power: End any ongoing poison effect on a nearby ally, and grant them resist poison 18+ until the end of the battle.

Cast for broad effect: As with casting for power, but on 3 allies, including yourself, and the resistance is 14+.

Champion Feat The target gains a +4 bonus to defenses against attacks that deal poison damage until the end of the battle (broad effect: +2).

Purification (1st Level)

Close-quarters spell; Daily

Target: 1d4 nearby enemies

Attack: Wisdom + Level vs. PD

Hit: 1d8 + Wisdom holy damage. Until the end of your next turn, the enemy’s attacks cannot impose conditions on their targets.

Miss: Half damage

3rd level spell: 3d8 damage

5th level spell: 5d8 damage

7th level spell: 7d8 damage

9th level spell: 10d8 damage

Adventurer Feat Nearby allies heal hit points equal to the spell level.

Winter / Ice

Before every new beginning, there must be an end.

Choose a spell from the Ice terrain of the druid’s Circle of the Lands of up to your level as a bonus spell.

When you cast a spell that deals holy damage, you can deal cold damage instead.

Adventurer Feat You gain resist cold 16+.

Invocation of Winter: Until the end of the battle, all enemies that don’t have resistance to cold damage are vulnerable to cold damage.

Champion Feat When you deal cold damage, increase all damage dice by one step.

Ice Shards (1st Level)

Ranged spell; At-Will

Targets: 1d3 nearby enemies in a group

Attack: Wisdom + Level vs. PD

Hit: 1d6 + Wisdom cold damage

Miss:

Natural 1: Deal cold damage equal to your level to a nearby ally.

3rd level spell: 2d6 damage

5th level spell: 3d6 damage

7th level spell: 6d6 damage

9th level spell: 8d6 damage

Adventurer Feat Gain a +1 bonus to your critical threat range.

Frost Hammer (1st Level)

Melee attack; Daily

Attack: Strength OR Wisdom + Level vs. AC

Hit: WEAPON + Strength cold damage, and if the target’s hit points are equal to the spell level x 50 or fewer after taking damage, it is frozen (-4 to defenses and can’t take actions) until the end of your next turn.

Miss: Half damage

Adventurer Feat On a natural even miss, the target is dazed until the end of your next turn.

Champion Feat Also deal 10 times the spell level in ongoing cold damage.

Snow Storm (5th Level)

Ranged spell; Daily

Effect: You summon icy winds across the battlefield. For the next three rounds, you can make the following attack at the start of your turn.

Target: 1d3 nearby enemies

Attack: Wisdom + Level vs. PD

Hit: 2d8 + Wisdom cold damage, and the target has disadvantage on saves to disengage until the end of your next turn.

Natural 18+: The target also has disadvantage on attack rolls.

Miss: Damage equal to your level

7th level spell: 4d8 damage

9th level spell: 7d8 damage

Champion Feat You can now target 1d4 enemies with this spell.

Cleric Spells (All Domains)

1st Level Spells

Divine Guidance DATP

Close-quarters spell; Recharge 16+ after the scene; Free action

Trigger: A nearby ally makes a skill check.

Effect: Grant the ally a 1d8 bonus to the check. If the skill check is related to one of your domains, increase the bonus to 2d8.

Adventurer Feat If you fail the recharge roll, you still gain another use of the spell, but the bonus is only 1d6 / 2d6.

Divine Opportunity (13ClD)

Ranged spell; Daily

Target: Yourself and one nearby ally

Effect: You and the targeted ally can both take a single action as an interrupt action before the end of your next turn, but this counts against your number of actions on your next respective turns.

3rd level spell: The spell now lasts until the escalation die value equals your level or until it reaches 6 (minimum duration of 1 full round).

5th level spell: The granted interrupt action is now a free action.

7th level spell: You can now target 1d2 allies with the spell.

9th level spell: You can now target 1d3 allies with the spell.

Adventurer Feat The spell is now a move action to cast.

Martyr’s Touch (13ClD)

Close-quarters spell; Quick action to cast

Recharge: 16+ after battle

Target: One ally you are next to

Effect: You transfer one of your recoveries to the targeted ally.

3rd level spell: When you transfer the recovery, you can also elect to transfer a number of your own hit points to the targeted ally equal to 5 times your level, plus the current escalation die value.

5th level spell: When you transfer the recovery, the ally can heal using it immediately.

7th level spell: When you transfer the recovery, you can also elect to transfer half of your remaining hit points to the targeted ally.

9th level spell: You may transfer a number of recoveries up to the escalation die value to any and all nearby allies, but no more than one per target.

Adventurer Feat This spell is now recharge 11+ after battle.

Champion Feat You can now cast this spell once per battle.

Minor Miracle DATP

Ranged spell; At-will

Effect: You create a small miracle effect to strengthen your believer’s faith in your deity. Below are some example effects.

Create Water or Wine: Create one serving of a beverage of your choice.

Divine Light: Create an ongoing light effect, roughly the strength of a torch.

Glowing Scripture: Write the words of the scripture in glowing letters into the air or on a wall. 

Mend What is Broken: Repair an object by magically gluing together the pieces.

Purify Food and Water: Cleanse a single serving of food so that it can be safely consumed.

Soothe Pain: The target does not feel pain from illness or injury.

You can only have one ongoing effect from this spell at the same time.

At higher levels, increase the scale of the miracle you create. At 3rd level, you can fill a decanter with water, at 5th level a barrel or trough and so on.

Remove Fear DATP

Close-quarters spell; Recharge 11+; Quick action

Effect: You can cast this spell for power or for broad effect.

Cast for power: Choose a nearby ally. The target is immune to fear until the end of the battle.

Cast for broad effect: Three nearby allies (including you) can immediately save against a fear effect, even if that effect normally doesn’t allow saves. If the save is a success, the target is immune to fear until the end of the battle.

Adventurer Feat When you cast for broad effect, target yourself and all nearby allies.

Spark of Hope (13ClD)

Close-quarters spell; Daily

Special: You must be staggered (at 50% or less of your total hp) to cast this spell.

Target: One nearby enemy (or more, depending on the spell level)

Attack: Wisdom + Charisma + Level vs. MD

Hit: The enemy is vulnerable (18+) to all of your allies’ attacks until the end of your next turn.

Additional Effect: All nearby allies gain 1d8 + Wisdom temporary hit points.

3rd level spell: Your allies gain 2d8 temporary hit points; the enemy becomes vulnerable (16+).

5th level spell: Your allies gain 3d8 temporary hit points; the enemy becomes vulnerable (14+), or you can target two enemies to become vulnerable (16+).

7th level spell: Your allies gain 4d8 temporary hit points; the enemy becomes vulnerable (14+), or you can target three enemies to become vulnerable (16+).

9th level spell: Your allies gain 5d8 temporary hit points; the enemy becomes vulnerable (12+), or you can target three enemies to become vulnerable (14+).

Adventurer Feat Affected enemies are also dazed until the end of your next turn.

Champion Feat Affected enemies are also weakened until the end of your next turn.

3rd Level Spells

Compelling Litany (13ClD)

Ranged spell; Once per battle

Target(s): Up to three nearby enemies.

Attack: Wisdom + Level vs. MD

Hit: 2d6 + Wisdom holy damage. Additionally, until the end of your next turn, affected enemies may not perform one of the following actions (your choice): disengage, intercept, make opportunity attacks.

5th level spell: 4d6 damage; affected enemies may not perform two actions of your choice.

7th level spell: 4d10 damage; affected enemies may not perform any of the listed actions.

9th level spell: 6d10 damage; affected enemies also lose an action on their turn until the spell’s effects end.

Adventurer Feat Affected enemies must make a normal save (11+) to end the spell’s effects after the end of your next turn.

Champion Feat You can instead target up to two far away enemies with this spell.

Hallowed Ground (13ClD)

Close-quarters spell; Daily

Move action to cast

Targets: All nearby enemies or the encounter environment (GM’s discretion)

Effect: Nearby enemies suffer 1d10 + Wisdom holy damage every round until the escalation die equals your level (to a maximum of 6 rounds). A normal save (11+) halves this damage, although demons, devils, and undead must instead make a hard save (16+).

At the GM’s discretion, you can also cast this spell to eliminate a single environmental effect of your tier or lower which bolsters demons, devils, or undead, or which deals negative energy damage to you and your allies; the effect is suppressed for the same number of rounds.

5th level spell: 2d10 + Cha mod damage.

7th level spell: 4d10 + Cha mod damage.

9th level spell: 6d10 + Cha mod damage.

Adventurer Feat The spell is now recharge 16+ after battle instead of daily.

Champion Feat This spell is now a quick action to cast.

Spiritual Weapon DATP

Ranged spell; Recharge 16+ after battle; Quick action

Effect: You summon the divine representation of your deity’s weapon. Make a melee attack against a nearby enemy with it.

Attack: Wisdom + Level vs. AC

Hit: 2d8 + Strength OR Charisma holy damage

Miss:

The weapon persists until the end of the battle, or until you roll a natural 1 on the attack with it. You can attack with it once per round as a quick action. The blade does not need to engage or disengage to attack.

5th level spell: 3d8 damage

7th level spell: 4d8 damage

9th level spell: 6d8 damage

Champion Feat Against demons, devils and undead, increase the damage dice to d10.

Epic Feat The spell is now Recharge 11+.

5th Level Spells

Castigation (13ClD)

Ranged spell; Daily

Target: One nearby enemy

Attack: Wisdom + Level vs. MD

Hit: 6d12 + Charisma holy damage, and the enemy is stuck until the end of your next turn.

Miss: Half damage, and the enemy takes a penalty to their Mental Defense equal to the escalation die until the end of your next turn.

7th level spell: 10d12 damage; the enemy is stunned until the end of your next turn and is also stuck until it makes a normal save (11+).

9th level spell: 2d12 x 10 damage, and the enemy is stunned until it makes a normal save (11+).

Champion Feat Whenever the target successfully saves against being stuck or stunned by this spell, it immediately attacks itself with its melee weapon as a free interrupt action.

March of Saints (13ClD)

Ranged spell; Daily

Attack: Wisdom + Level vs. PD

Effect: You can cast this spell for power or for broad effect.

Cast for power: One nearby or far away enemy suffers 8d10 + Wisdom holy damage, and your allies add double the escalation die to their damage rolls against that enemy until the escalation die equals your Wisdom modifier.

Cast for broad effect: Two nearby enemies suffer 5d10 holy damage, and your allies may elect to target the enemies’ PD rather than their AC with any attacks until the escalation die equals your Wisdom modifier.

Miss: Any targeted enemy is treated as if it were engaged until the escalation die equals your Wisdom modifier; if it moves without first disengaging, it suffers half damage.

7th level spell: Power 10d12 damage; Broad 6d12 damage and affects three nearby enemies

9th level spell: Power 2d10 x 10 damage, and allies add 3x the escalation die to damage; Broad 2d6 x 10 damage and affects four nearby enemies

Summon Planetar DATP

Ranged spell; Daily

Effect: You summon a planetar, as per the summoning rules on page XX. This planetar fights for you until the end of the battle, or until it drops to 0 hp, whichever comes first. As you cast the spell at higher levels, your planetar becomes stronger.

Summoned Planetar

5th level spoiler [celestial] Initiative: +12

Blade of Elysium +10 vs. PD—15 holy damage

Miss: Half damage

C: Winged Smite +10 vs. PD—15 holy energy damage, and the planetar flies to engage the target

Natural 16+: The target is also weakened until the end of its next turn.

Limited use: The planetar can use winged smite only when the escalation die is even.

Flight: The planetar flies with large feathered wings on its back.

Planetar Level Progression

Level Initiative Attack Damage AC PD MD HP
5 +12 +10 15 20 15 18 50
7 +14 +12 25 22 17 20 80
9 +17 +15 40 25 20 23 125

7th Level Spells

Divine Dominion (13ClD)

Ranged spell; Daily

Target: One nearby enemy

Attack: Wisdom + Level vs. MD

Hit: If the target enemy is not a demon, devil, or undead, you assume control of that enemy on its next turn for the duration of a single action. If it is a demon, devil, or undead, it instead suffers 8d12 holy damage and is hampered until it makes a normal save (11+).

Miss: The enemy is hampered until it makes a normal save (11+). If it is a demon, devil, or undead, it suffers half the listed damage.

9th level spell: Control target for its entire next turn; 2d8 x 10 damage to demon/devil/undead

Epic Feat Once per level, if the target enemy is staggered and you hit with this spell, you can spend an icon relationship point on which you rolled a 5 or 6 at the start of the session to sway that enemy’s allegiance to your side. The icon relationship used must make sense in the context of the story, but GMs are encouraged to work with the player to help narrate this sensibly and make full use of this feat.

Glimpse of Perdition (13ClD)

Ranged spell

Recharge 11+ after battle

Target: One nearby enemy with 160 hp or fewer

Attack: Wisdom + Level vs. MD

Hit: The enemy is rendered helpless until the end of its next turn, and its next action must be used to move to a location far away from you if possible. If the enemy is a demon, devil, or undead, it is also dazed until the escalation die value is greater than your Wisdom modifier.

Miss: The enemy is stricken with fear; a normal save (11+) ends this condition, although demons, devils, and undead must instead make a hard save (16+).

9th level spell: Affects an enemy with 250 hp or fewer

Epic Feat If the enemy is a demon, devil, or undead, it must make a normal save (11+) or temporarily return to its home plane or grave (or another thematically appropriate venue of retreat). It may return in the next encounter, or at any point thereafter; when it does so, it possesses a new relationship point from an icon with which you have either a negative or conflicted relationship (or no relationship). The enemy can roll this relationship point immediately, benefitting from it in that encounter.

9th Level Spells

Deific Weapon (13ClD)

Close-quarters spell; Daily

Effect: Excalibur. Mjolnir. Trishula. Areadbhair. The names of these legendary weapons echo across the ages, wielded by the gods, the icons, and their most powerful servants. The mightiest of the gods’ faithful can call upon these weapons in times of need. When you cast this spell, you must cash in an icon relationship point on which you rolled a 6 at the start of the session. The legendary weapon of your deity manifests in your hand for the rest of the battle, overwriting the appropriate magic item chakra (so any other item you currently have in that chakra slot is rendered inert until the spell wears off). The item grants a +3 bonus and the epic version of two weapon powers from those listed in Chapter 9: Magic Items. (If the two selected powers offer the same situational bonuses, use the higher of the two rather than stacking them.)

Additionally, when the escalation die value is less than or equal to your Charisma modifier, enemies who are direct enemies of your god/pantheon, or enemies of icons with whom you have positive relationships, become vulnerable (16+) to attacks from your deific weapon.

Finally, on a hit by 4+ with this weapon, you ignore any resistances possessed by enemies who are direct enemies of your god/pantheon, or enemies of icons with whom you have positive relationships.

Cleric Rituals

Blessed Forge (1st Level)

Base spell: Any spell from the Metal domain

Target: A forge or smithy

Effect: Until the end of the day, all smithing-related skill checks in the forge have advantage.

Ceremony of Blessing (1st Level)

Base spell: Bless, Shield of Faith

Effect: You perform a religious ceremony. The effect depends on the type of ceremony conducted.

Birth / Christening: Supernatural creatures must succeed at a hard save if they want to touch the baby.

Coming of Age: Grant the target an icon relationship point (if it doesn’t have any yet).

Marriage: Both partners get a +1 bonus to saves for one month.

Funeral: The soul is safely guided to the afterlife, and the body cannot be raised as undead.

Oath: If the target breaks the oath, it is weakened (save ends).

Spring Rites: Bless the fertility of livestock. 

Harvest: Increase the harvest, and protect the harvested crop from pests and fouling.

Foundation stone ceremony: Protect the construction site from accidents.

Topping out ceremony: The building is protected from fire and lightning for a year.

Door blessing: Supernatural creatures must succeed at a save to enter the house.

Divine Builder (7th Level)

Base spell: Sanctuary

Effect: You summon building materials and divine spirits that can erect a building of your choice overnight. A single casting of the ritual is enough for a one-storey building, a bridge over a stream, or a statue. For bigger projects, you need to cast the ritual multiple times, or find a way to increase the effect.

Section 15: Copyright Notice