Divine Magic is less a course of study than the practice of a religious doctrine. Its casters draw their power from a patron deity and must hold to that deity's alignment; a priest who strays may find some spells working poorly or not at all, or be set a quest as penance. Priests are its main practitioners. Mages who take it as their second field are called magi and serve as astrologer-priests; savants of the divine branch pursue scholarship to glorify their god; and paladins, warrior-priests sworn to a deity's cause, are the only characters able to cast spells in armor. Charlatans may not dabble in it at all.
The spells suit a priest's role as healer and protector of the faithful. There are cures for disease, paralysis and insanity, spells that bless, purify, feed and give sanctuary, and circles, wards and shields against evil. Others lift curses, detect lies or reveal good and evil, and a sequence of four exorcisms drives out unwelcome spirits. At higher levels come the invocations that call on a deity's servants, a kind of summoning only this field can use, followed by minor and full miracles, the Holy Word, Omniscience and Retribution.
Black Magic and Divine Magic exclude each other: casters of either cannot pick up the other's spells through outside research.
ISpells of the first level
Blessing
Range TouchDuration 10 minutesSave NoneSpell type Non-variable
The caster touches one individual or creature and blesses it. For 10 minutes the recipient gains +1 on all saves and +1 to both its offensive and defensive capabilities in combat. It is the weakest of the three touch blessings of Divine Magic, below Prayer (+2) and Supplication (+3). Only practitioners of Divine Magic may learn it.
The boy is fourteen and this is his first hunt on the cliffs of Curracurrang, and his hands are shaking on his spear. Kaelu, the Zephyr priestess of the eyrie, folds her great wings and lays two fingers on his brow, murmuring a prayer to the wind. Nothing visible happens. But for the next few minutes, as he clambers down toward the goat ledges, his footing is a little surer, his thrust a little truer, and his luck a little kinder than it has any right to be. It is enough.
Charisma
Duration 10 minutesSave NoneSpell type Non-variable
The caster raises the Charisma of one individual by 1-4 points, rolled at casting. The boost lasts 10 minutes. There is no save, and neither the bonus nor the duration grows with the caster's level. Similar spells raise Dexterity, Perception, Strength and Will.
The young envoy from Mohenjo-Daro has one audience with the queen of Sheba, and he is sweating through his silk. Before the doors open, a priestess of Ishtar catches his sleeve in the anteroom, touches his cheek and whispers a line of scripture. He walks in taller. For the next several minutes he is witty, warm and quick, and the queen laughs twice. He will spend the voyage home wondering where that charming man came from, and why that man vanished the moment the audience was over.
Circle of Light
Range 100 ft.Duration 10 minutes per level of abilityArea 10 ft. radiusSave NoneSpell type Variable, as stated
Creates a circle of radiant light 10 ft. in radius, which the caster can place anywhere up to 100 ft. away. It lasts 10 minutes per level of ability, so a more experienced caster can keep an area lit for much longer. There is no save; the spell simply banishes the gloom.
Far beneath the snows of Frislandia, the dwarven priest Thrain stops at the edge of a cavern his clan has never seen before. The lantern light dies a few yards out. He raises his hammer, speaks a word to Atlas, and flings the blessing forward like a thrown stone. Eighty feet away, a pool of steady white light blooms on the cavern floor, twenty feet across: a ring of pale stalagmites, the glint of silver ore in the walls, and a very surprised family of cave fish in a still black pool.
Detect Magic
Range 10 ft.Duration 1 minuteSave NoneSpell type Non-variable
The caster can see whether magic is present, spotting enchantment by eye within 10 ft. The sight lasts just 1 minute. There is no save, and nothing about the spell changes as the caster gains levels; it is the same at first level as at seventh. The same spell appears in several other fields of magic.
The savant Nebamun has catalogued scrolls in the Library at Acheron for thirty years, and he has learned to distrust anything wrapped in red linen. Before unrolling the newest arrival, he murmurs a short prayer to Heru and looks. For a single minute, everything within a few steps of his desk is laid open to his sight. The ink on the scroll glows faintly. So does the seal. So, alarmingly, does a small dead beetle tucked inside the wrapping. Nebamun sends for tongs.
Divine Light
Range 100 ft.Save vs Dexterity, for 1/2 damageSpell type Variable, as stated
The caster hurls a bolt of pure astral light at a living creature up to 100 ft. away, dealing 1-4 energy damage for each level of ability. Undead, demons and devils suffer double damage from it. A target that saves vs Dexterity takes half. Only practitioners of Divine Magic may learn this spell.
The ghoul comes up out of the embalmers' cellar in Acheron with its jaws dripping and its eyes on the little acolyte. Priestess Tuya is faster. She thrusts out her hand, and a bolt of pure white astral light blazes from her palm across the courtyard and strikes the creature full in the chest. Unholy flesh burns twice as fiercely as living meat would. The ghoul shrieks, reels back smoking, and tumbles down the cellar steps. Tuya follows it into the dark, her hand still glowing.
Faith Healing
Range TouchSave NoneSpell type Variable, as stated
The caster lays hands on one living creature and heals 4 points of damage for every level of ability, so the spell grows markedly stronger as the caster advances. The recipient must be touched for the healing to take effect. There is no save. Only practitioners of Divine Magic may learn this spell.
The spear went deep into the Cimmerian trapper's side, and his companions have carried him three days to the little shrine in the hills. Brannagh, an old priest of Og, takes one look at the blackened wound, kneels, and lays both broad hands upon it. He prays, not loudly. The trapper gasps as warmth floods through him, and the torn flesh knits closed beneath the priest's fingers until only an angry pink scar remains. Brannagh sits back on his heels, pale and sweating, and asks for water.
Omen
Save NoneSpell type Non-variable
Foretells whether an action will help or harm the party, or any individual, taking it. The caster asks one yes-or-no question and the caster's patron deity replies with a sign, good or bad.
A good sign might be a dove, sparrow, butterfly or fish appearing; a bad one might be a crow, buzzard, bat or snake. The Game Judge may choose an omen that is harder to read.
Twelve warships of Atlantis lie at anchor in Maelstrom Bay, waiting to sail against the corsairs, and the admiral wants to know if the gods approve. The priest of Poseidon stands at the bow of the flagship, asks his single question aloud, and waits with the whole fleet watching. For a long moment the sea is still. Then a silver fish leaps clean out of the water beside the hull, once, twice, and falls back with a splash. The admiral lets out a long breath and orders the anchors raised.
Protection from Evil
Duration 1 minute per level of abilityArea 10 ft. radiusSave NoneSpell type Non-variable
The caster gives off a circle of protection 10 ft. in radius that keeps out any evil creature that has been summoned or evoked. The ward lasts 1 minute per level of ability. There is no save; such creatures simply cannot enter the protected area while the spell holds.
The witch's summoned fiend crashes through the shutters of the magus's study in Findias, all horns and hunger and stinking breath. Nikon does not reach for a weapon. He speaks the name of his god and a circle of pale protection springs up around him, ten feet in every direction. The fiend lunges and hits the edge of it as if it were solid glass. It howls and claws at the air, circling, but it cannot come in. Nikon sits back down at his desk and begins to write a message for help.
Purify Food and Drink
Save NoneSpell type Variable; each level adds a day's rations
Makes one day's rations of any food and drink safe, canceling spoilage, impurities and even mild poisons. Each level of ability lets the caster purify one more day's rations. Care is needed around potions: cast on elixirs or potions, the spell has a 20% chance of canceling their magic as well. There is no save.
The expedition into the Sarakan Jungle has lost half its supplies to rot and the water from the river smells of death. Sister Ilse, a savant of a scholarly order, lines up the waterskins and the moldy flatbread on a log and prays over them. The stink vanishes, the mold fades, the water runs clear. Then someone points out that the expedition's only healing potion was sitting among the waterskins. Everyone stares at it. There is no telling, until someone drinks it, whether its magic survived the prayer. Ilse decides to hope.
IISpells of the second level
Cure Disease
Range TouchSave NoneSpell type Non-variable
The caster cures one disease afflicting one individual. The patient must be touched for the spell to work. It deals with any single disease, and there is no save involved. Its power does not change with the caster's level, and each casting deals with one illness in one patient.
The spotted fever has swept through the poorest lanes of the City of Tang, and the priest Wu Tao has been walking them since dawn. In a cramped room above a noodle stall he finds a girl of seven burning up on a straw mat, her mother weeping beside her. He kneels, lays his hand on her forehead, and prays to Shang-Ti. The fever breaks under his palm like a wave on a rock. The girl opens her eyes and asks for food. Wu Tao rises stiffly and moves on to the next door.
Cure Paralysis
Range TouchSave NoneSpell type Non-variable
The caster frees one victim from paralysis. The victim must be touched for the spell to work, and there is no save involved. A single casting cures one victim, and the spell can be cast on anyone the caster can reach and touch. Its effect does not change with the caster's level, and each casting helps a single victim.
The necromancer is long gone, but the sentry he touched still stands rigid at the gate of Mehedra, eyes wide, one foot raised mid-step like a man carved from wood. His comrades have been shouting at him for ten minutes, and nobody knows how long it will last. Paladin Theodoros pushes through the crowd, lays a gauntleted hand on the frozen man's shoulder, and speaks a short prayer to Atlas. The sentry's foot comes down with a thump. He staggers, gasps, and then, to everyone's delight, finishes the sentence he began ten minutes ago.
Detect Good/Evil
Range 100 ft.Duration 10 minutesSave NoneSpell type Non-variable
For 10 minutes the caster can sense the presence of good or evil creatures within 100 ft. The creatures do not need to be in view; those of either alignment are detected even when hidden or out of sight. There is no save, and neither range nor duration changes with level.
The elven paladin Faelan takes a room at the Inn at the River's End with a single request: the room beside the stair. When the house falls quiet she kneels, prays, and lets her senses spread outward through the walls, a hundred feet in every direction. The stable boys, the snoring merchants, the cook: nothing. Then, in the cellar under her feet, something cold and patient and utterly evil, waiting in the dark where no one can see it. Faelan rises and quietly buckles on her sword.
Dexterity
Duration 10 minutesSave NoneSpell type Non-variable
The caster temporarily raises the Dexterity of any one individual by 1-4 points. The boost lasts 10 minutes. There is no save, and neither the bonus nor the duration grows with the caster's level. It belongs to a family of Divine Magic spells that similarly raise Charisma, Perception, Strength and Will.
The rope bridge is gone, and the only way up to the besieged eyrie is a sheer cliff face in the Tara Mountains. The human climber roped to the Zephyr priestess is good, but not this good. Kiri touches his wrist and asks the wind for its blessing. His fingers find holds he would have missed, his feet settle like a cat's on ledges no wider than a thumb. For ten swift minutes he climbs like a spider. When the blessing fades he is lying on the ledge, laughing and exhausted.
Perception
Duration 10 minutesSave NoneSpell type Non-variable
The caster temporarily raises the Perception of any one individual by 1-4 points. The boost lasts 10 minutes. There is no save, and neither the bonus nor the duration grows with the caster's level. It belongs to a family of Divine Magic spells that similarly raise Charisma, Dexterity, Strength and Will.
The forger has been fooling the treasury of Avalon for a year, and the savant Rhodri has been asked to look at the latest batch of silver pieces. He prays briefly, and the world sharpens. The candlelight seems brighter, the room louder, every scratch on the table suddenly clear. He turns the coins one by one under the lens, and there it is on the fourth: a tiny flaw in the king's crown, a missing leaf. He marks it quickly with wax, before the prayer's keen edge dulls again.
Remove Curse
Range TouchSave SpecialSpell type Variable, as stated
Counters and removes any one curse or malediction that is not permanent. The recipient must be touched. If the caster is of equal or higher level than whoever laid the curse, success is certain. If the caster is lower, the chance is 100% less 10% for each level of difference between the two. The save is special.
Every horse in the stables of Skara screams when the young knight comes near, and has done for a month. Eira, a priestess of Hawwa, lays her hand on his brow and hesitates. The witch who laid this malediction was old and strong, far stronger than she is, and the odds are not good. She prays anyway, with everything she has. The knight feels something cold unknot beneath her fingers and slip away. That afternoon his gray mare, who has not let him near in weeks, nudges his shoulder for an apple.
Sanctuary
Duration 1 hourArea Up to 100x100x100 ft.Save NoneSpell type Non-variable
Declares one room or enclosed space, up to 100x100x100 ft., a place of refuge. For 1 hour no hostile or aggressive creature can enter it, as long as two conditions hold: no hostile creatures may be inside when the spell is cast, or it simply will not work, and everyone it shelters must avoid any hostile or violent act, or it fails.
Every door, window, archway and gate opening directly into the space becomes impassable. The unseen force that seals it does not stop anyone from walking out.
The Vanir raiders are coming up from the fjord, and forty villagers of Ku are crammed into the long hall with their children and goats. There are no raiders inside yet. The old priestess Ingrid raises her hands and speaks the sanctuary. The doors are still open, but the first raider to reach them bounces back as if from a stone wall. The raiders howl and hammer at the windows for an hour. Inside, a young fisherman grips his harpoon, and his grandmother holds his wrist firmly until he lets go.
Strength
Duration 10 minutesSave NoneSpell type Non-variable
The caster temporarily raises the Strength of any one individual by 1-4 points. The boost lasts 10 minutes. There is no save, and neither the bonus nor the duration grows with the caster's level. It belongs to a family of Divine Magic spells that similarly raise Charisma, Dexterity, Perception and Will.
The mine roof in Frislandia has come down on the dwarf Borin, pinning his legs under a beam as thick as a man, and his cousins cannot shift it. The priest Grimnir presses a palm to the chest of the biggest of them, Hrodgar, and prays to the god of his fathers. Hrodgar's shoulders swell and his breath deepens. He sets himself under the beam, roars, and heaves it high enough for the others to drag Borin clear. Then he lets it fall, and stares at his own hands in wonder.
Will
Duration 10 minutesSave NoneSpell type Non-variable
The caster raises the Will of any one individual by 1-4 points. The boost lasts 10 minutes. There is no save, and neither the bonus nor the duration grows with the caster's level. It belongs to a family of Divine Magic spells that similarly raise Charisma, Dexterity, Perception and Strength.
The vampire's eyes have already taken two of the savant's companions, and now they turn on Mirela herself in the ruined chapel of the Black Forest. She feels the pull of that gaze like a warm current dragging her under. She grips her holy symbol, prays for strength of spirit, and feels her own will thicken and harden like iron cooling in water. The vampire's smile falters. For ten long minutes she can meet its eyes without flinching. It is enough time to find the stake.
IIISpells of the third level
Create Food and Drink
Save NoneSpell type Variable; each level adds sustenance for one more creature
Conjures one day's rations of wholesome, nourishing food and drink. Each level of ability lets the caster provide a day's sustenance for one more creature, so the amount the spell can supply grows steadily as the caster gains experience. No save is involved, and a single casting covers the whole amount.
The rains have failed three years running in Okalo, and the children of the hill village are thin as reeds. The priest of Abar climbs up at dawn with nothing in his hands but a clay bowl. He sets it on a flat stone in the square, kneels, and prays. The bowl fills with warm millet porridge and then overflows onto platters that were not there a moment ago, beside jars of clean water. There is enough for eight mouths for one day, not for the whole village. He chooses the youngest first.
Cure Insanity
Save NoneSpell type Non-variable
Restores one individual to full mental health, curing any kind of mental illness or infirmity. Deep-rooted flaws of character such as phobias are harder: they are removed only on a roll of 20 on a d20, and the caster may try once per level. The spell also mends any lingering harm caused by psychic-type spells. There is no save.
Ever since the kraken rose beside his ship in the Stygian Sea, the Tharshi sailor Obadiah has done nothing but rock and whisper. His family brings him to a priest of Poseidon in Tartessos. The priest lays both hands on the man's head and prays, and slowly the whispering stops. Obadiah's eyes clear, and he asks for his wife by name. The priest tries three times to lift the terror of deep water from him too, and fails each time. Obadiah will be a sound, sane man, and a landsman forever.
Free Will
Save NoneSpell type Non-variable
Breaks any form of magical control, such as charm, hypnosis or domination, over one victim. Charm, hypnosis and domination are all named as examples of what it can undo. There is no save, and the spell does not vary with the caster's level.
Prince Hemon of Acheron has been smiling vacantly at the beautiful foreign advisor for a month, signing whatever she sets before him. His old tutor, a priest of Heru named Djedi, finally gets the boy alone in the palace gardens, takes his face in both hands and prays. The prince flinches as if slapped. He blinks, looks around the garden, and then down at the ring on his finger, which she gave him. He pulls it off. Where is she, he asks quietly, and who let her in?
Lesser Invocation
Save SpecialSpell type Non-variableComponents Offering of prayer, incense or candles
Calls one of the kerubin, the lesser servants of the caster's deity. The caster must make an offering, whether prayer, incense or candles, and the summoning follows the procedures laid down under Summoning Rituals. The save is listed as special. Only practitioners of Divine Magic may learn this spell.
The shrine of Ishtar on the road outside Bersheba has no guards, and thieves have already stolen the offering bowls twice. The high priestess Bilqis burns a handful of incense on the altar at dusk and prays aloud, and she needs no chalk circles, no bargaining. The air above the courtyard shivers. A great winged lion settles onto the temple roof, folding eagle wings as wide as a ship's sail, and looks down at her with golden, patient eyes. She asks it to guard the shrine, and it bows its head.
Prayer
Range TouchDuration 10 minutesSave NoneSpell type Non-variable
The caster touches one individual and grants it divine favor: +2 on all saves and +2 to both offensive and defensive capabilities, lasting 10 minutes. It is the middle step of the three touch blessings of Divine Magic, between Blessing (+1) and Supplication (+3). Only practitioners of Divine Magic may learn it.
The trial by combat will be fought on the sand of the Atlas Hippodrome, and the accused, a stonemason named Kleon, has never held a sword in anger. Before he walks out, a priest of Atlas grips his shoulder and prays over him in a low, steady voice. Kleon feels something settle into his bones like the weight of the mountain itself. For ten minutes his guard is steadier, his blows land harder, and when his opponent's blade should have taken him in the throat, it glances off his helm instead.
Safekeep
Duration 24 hoursSave NoneSpell type Non-variable
Puts a small ward on one object or device the caster owns. For 24 hours no one can steal it or remove it from its owner without the owner's consent, and no one else can touch it: each touch deals 1-4 electrical damage, with no save. A person may carry only one item protected this way at a time.
The priest Cosmas carries his own most precious possession, a small silver reliquary, through the crowds of the Sea Nymph Bazaar with a prayer laid upon it like a hand on a shoulder. The pickpocket who brushes past him never stands a chance. His fingers close on the reliquary and a crack of blue-white sparks throws him onto his backside among the melons. He tries again, being a stubborn boy, and gets the same result. Cosmas helps him up, dusts him off, and gives him a copper for his trouble.
Sensory Restoration
Range TouchSave NoneSpell type Non-variable
Gives back one lost sense, be it sight, hearing, taste, touch or smell, to any one individual or creature that lacks it. The spell can only be cast by touch. There is no save, and the spell restores a single sense each time it is cast.
The perfumer of Acheron lost her sense of smell to a fever last winter, and her shop has been failing ever since. Her customers do not know it, but for months she has been mixing by memory and by guesswork. The priestess from the Temple of Isa touches her face gently and prays. The woman gasps. Suddenly the room is overwhelming: jasmine, myrrh, crushed rose, cedar oil, sweat, spilled wine, the dog. She bursts into tears and laughter together, and begins at once to rearrange her shelves.
Speak in Tongues
Range TouchDuration 1 hourSave NoneSpell type Variable; each level adds 1 hour or one more recipient
The caster, or anyone the caster chooses, becomes able to speak and understand any one language. The spell is given by touch and lasts 1 hour. Each level of ability either adds another hour to the duration or lets one more individual share the benefit. There is no save.
The Triton envoy rising from the waves off Antilla speaks in whistles, clicks and gurgles, and not one of the Atlantean delegation understands a word. The savant Philippa steps down onto the lowest step of the landing, touches the arm of the ambassador and then her own throat, and prays. The next clicking phrase opens up in both their minds like a flower: the Triton is asking, rather impatiently, why the humans keep dumping their rubbish in his garden. It is going to be a long afternoon.
IVSpells of the fourth level
Circle of Divine Protection
Duration As long as caster maintains total concentrationArea Up to 7 ft. diameterSave NoneSpell type Non-variable
Simply by speaking the name of their patron deity, the caster raises a protective circle as wide as 7 ft. Before casting, the caster must choose what it guards against: undead, demons or devils. The circle lasts as long as the caster keeps total concentration on it. Only practitioners of Divine Magic may learn this spell.
The wraiths come down the barrow passage in a cold rush, and the priest Idwal has time for nothing but the name of his god. He speaks it aloud, and a circle of pale light seven feet across springs up around him and the wounded girl at his feet. The dark riders strike its edge and recoil. They circle, hissing, but they cannot cross. Idwal kneels in the center, eyes shut, his whole mind fixed on the prayer. If his thoughts waver even once, the circle will fall.
Detect Lie
Range Hearing rangeDuration 1 minuteSave NoneSpell type Non-variable
Tells the caster whether a single statement made by another individual is true or false. The speaker must be within hearing, and the caster must understand the language being used for the spell to work. It lasts 1 minute and allows no save. Its power does not change with level.
In the Halls of Justice in Acheron, the grain merchant stands before the magistrate and swears, hand on heart, that he has never watered his wine. The priestess of Heru who serves as the court's witness listens with her eyes half closed and her lips moving silently. She understands every word of his dialect. After a long breath she opens her eyes and gives a small, decisive shake of the head. The magistrate sighs, and reaches for the scroll with the fines on it.
Divine Guidance
Save NoneSpell type Non-variable
The caster prays to their deity for guidance and receives an answer to any one question. Such a prayer is never refused, and the answer is always true, but it will always be somewhat vague or cryptic, leaving the caster to interpret it. There is no save. Only practitioners of Divine Magic may learn this spell.
The merchant's daughter was taken from the market in Tang three days ago and the magistrates have found nothing. Old Liang, a priest of Shang-Ti, lights incense in his small shrine and asks one question: where is the girl? The answer comes as it always does, clear in his heart but tangled in meaning. She sleeps where the red bird cannot see. Liang turns the words over for an hour. Then he sends the magistrate's runners to search every cellar within sight of the Gate of the Red Bird.
Eternal Flame
Duration Brazier: permanent (only the caster or the deity can extinguish it); held: while the caster's hands stay free; staff: while the caster concentratesSave NoneSpell type Non-variable
Creates a bright globe of pure white fire about 7 inches across, which can serve one of three purposes. Set in a temple brazier, it burns forever without fuel and grants +2 on saves to every worshipper of the caster's god who is within 100 ft. Once enshrined, nothing can put it out except the caster who made it or that deity.
Held in the caster's hands, it lights a 20 ft. radius and gives the caster and any companions in that light +1 on saves. It does the caster no harm, and lasts as long as the caster avoids spell casting, melee and anything else that needs the hands.
Fixed to the tip of a staff the caster holds, it holds back every sort of undead and evil familiar, and even lesser demons and devils. It cannot be used to attack, but these creatures cannot stand its piercing light and always try to stay 10 ft. from the staff. This protection covers only the caster and lasts only while the caster keeps full concentration.
The great bronze brazier of Vaca's Temple of the Sun has taken nine years to cast, and today it is consecrated. The high priest Araci kneels before it, cups his hands, and prays until a globe of pure white fire, no bigger than a melon, blooms between his palms. He sets it in the empty brazier. It will never need fuel, and no hand but his, or the god's, can ever quench it. The worshippers crowding the steps feel their hearts steady in its light.
Exorcism I
Save Only as stated above (spirit vs Will)Spell type Non-variable
Drives a single spirit out of the body of a possessed victim. The spirit may save vs Will to resist; if it succeeds, the exorcism fails and the spirit stays where it is. The caster must then try the spell again or turn to other means. Stronger versions, Exorcism II to IV, deal with haunted places and demons.
Since the drowning, a fisherman's daughter on Skye has spoken in her dead uncle's voice, demanding ale and cursing the nets. The priestess of Vana comes at moonrise, sets the girl on a stool by the hearth, and commands the spirit to leave. The girl's face twists, and the uncle's voice laughs at her. It holds on. The priestess does not raise her voice. She simply begins the prayer again, and this time the girl shudders, sighs, and slumps sideways into her mother's arms, speaking in her own voice at last.
Safe Passage
Area Path 1 ft. wide, up to 100 ft. long (+10 ft. per level)Save vs Intelligence or stray from the path (except caster)Spell type Variable; each level adds up to 10 ft.
Lays down a rose-tinted path a foot across and as much as 100 ft. in length, plus 10 ft. per level, which only works on solid ground. Anyone walking it is completely protected from magical and natural dangers.
The trail is faint and hard to follow, so everyone on it except the caster must save vs Intelligence or wander off it, and a traveler who strays can never get back on. Travelers can go no faster than a walk and cannot stop for any reason once they have set out. Any attempt to fight or cast a spell on the path makes the spell stop working.
Between the caravan and the only pass lies a strip of broken rock in the Land of the Basilisks, some two hundred feet across, and no one who has walked it has come back. The priestess Amina walks it anyway, laying down a faint, rose-tinted path a foot wide ahead of her. Behind her, the four merchants walk in single file at a slow and steady pace, eyes fixed on the faint glow. One of them glances up at a flicker of scales, loses the path, and cannot find it again. The others do not stop. They cannot.
Spiritual Shield
Duration 1 hourSave NoneSpell type Non-variable
The caster surrounds themselves with a shield of spiritual energy for 1 hour. It gives complete immunity to every form of possession, immunity to magical influence and control, and immunity to every kind of mystical or magical detection, Soul Search included. Only practitioners of Divine Magic can receive its protection. There is no save.
The necromancer who has claimed the dead master's tower on the Isle of Dread watches the island through scrying pools, and his spells can smell a living soul a mile off. Brother Anselm, priest of Poseidon, kneels in the ash below the tower and wraps himself in a shield of spirit, feeling it settle about him like a cloak woven of prayer. For one hour he is a blank to every magical sight, and no charm or whisper can take hold of him. Eyes of flesh are another matter, so he keeps to the shadows.
Waterwalk
Save NoneSpell type Variable; each level adds 10 ft.
The caster can walk across the surface of any body of water as if it were solid ground, for a distance of up to 100 ft. Each level of ability adds a further 10 ft. to the distance that can be covered. There is no save involved.
The ford across the River Grut is flooded, and the Marhashi bandits are closing on the priest from behind. Ayo kneels, prays to Ishtar, and steps out onto the brown water as if it were a flagstone floor. The river heaves under his sandals but does not swallow him. He walks steadily across, never looking down. On the far bank he turns, a little out of breath, and watches the bandits stop at the water's edge, arguing about who will be the first to wade in after him.
VSpells of the fifth level
Exorcism II
Save vs Will (presences); none for possessed individuals forced to leaveSpell type Non-variable
Rids a house or dwelling of one spirit or demonic presence; it is chiefly used to clear haunted places of their unwanted occupants. The presence may save vs Will to avoid being driven out. Any possessed person present, whether the possessor is a spirit or a demon, is forced to leave it at once, with no save.
The old Hesperian house in the Mediterranean Quarter of Atlantis has been empty for twenty years, and no family will stay there more than one night. The magus Leontios comes at midnight with holy water and a lantern and speaks the exorcism in the dusty hall. The whole house shudders. Doors slam upstairs, a mirror cracks, and then a long, low moan rises through the floorboards and fades away into the cellar and beyond. In the morning, for the first time in years, sparrows are nesting in the eaves.
Greater Invocation
Save SpecialSpell type Non-variableComponents Offering of prayer, incense or candles
Calls one of the Irin, the greater servants of the caster's deity. The caster must make an offering, whether prayer, incense or candles, and the summoning follows the procedures laid down under Summoning Rituals. The save is listed as special. Only practitioners of Divine Magic may learn this spell.
The high priest of Atlas has served faithfully for forty years, and now he needs to know what really happened on the night his predecessor vanished from the inner sanctum. He kneels on the cold floor of the temple, burns incense and candles, and calls upon one of the Irin. Penemue answers, a watcher vast as a thunderhead and dim as twilight, filling the chamber with a presence too large to see all at once. The priest asks his question. The watcher, who has seen everything, agrees to tell him.
Minor Miracle
Save NoneSpell type Non-variable
Calls on the power of the caster's deity for one of three works. The first fully heals one living creature or being, restoring lost hit points and curing any physical or mental disease or condition, blindness and deafness included.
The second raises a cube or sphere of astral light, as big as 10x10x10 ft., that no storm or foul weather can get into. Inside it stays dry and a pleasant 70 degrees F whatever the weather outside, for 24 hours.
The third prevents a fairly small accident, such as a fumble in melee, a rope snapping at the worst moment, or a weapon, piece of armor or fragile item breaking. As long as the mishap was truly accidental, the caster can reverse it so that, to all purposes, it never took place.
The rope snaps with a crack like a whip, and the priestess Zawadi drops away from the cliff face above the Lake of Dragons. Halfway through her scream, she gasps a prayer. The world lurches. She is hanging from the rope again, one hand on the rock, and the rope is whole, the frayed strands knitted back together, as if the break had never happened at all. The climbers above her never saw a thing. They only wonder why she has gone so pale, and why she is laughing.
Oath
Duration Permanent unless stated otherwise beforehandSave NoneSpell type Non-variable
Ensures that anyone who gives the caster their word on any matter will keep it. Whoever breaks a promise sealed by this spell collapses senseless and dies within seven days. The subject must be willing, and the oath is permanent unless the caster or the one swearing sets other terms before the spell is cast.
The two Vanir clan chiefs have killed each other's sons for three generations, and now they stand in the priest's hall in Haloga with their hands clasped. Both have agreed to this, grudgingly. The priest binds their words with a prayer: no raids, no killings, not for as long as they both live. Each man knows exactly what that means. Break it, and he will fall senseless and be dead within a week. The chiefs release each other's hands very carefully, as if they were holding something that might shatter.
Supplication
Range TouchDuration 10 minutesSave NoneSpell type Non-variable
The caster touches one creature or individual and grants it strong divine favor: +3 on all saves and +3 to both offensive and defensive capabilities, lasting 10 minutes. It is the strongest of the three touch blessings of Divine Magic, above Blessing (+1) and Prayer (+2). Only practitioners of Divine Magic may learn it.
The troll has already smashed the wagon and killed two of the escort, and the young paladin Gerwyn is the only one left standing between it and the pilgrims. Old Branwen, the pilgrims' priestess, hobbles forward and grips his hand with all the strength she has left. She prays over him like a woman shouting into a storm. Gerwyn feels the god fill him to bursting. For ten minutes his sword is lightning, his shield a wall, and the troll's great club seems to miss him by a finger every time.
True Sight
Range Sight rangeDuration 10 minutesSave NoneSpell type Non-variable
For 10 minutes, and as far as the caster can see, every illusion, disguise and magical transformation is seen for what it really is. The caster can also spot traps, secret doors, and invisible objects or creatures. There is no save. Black Magic has its own version of the spell, The Evil Eye.
The minister's palace in Tang is beautiful, but the priest of P'an Ku standing in its hall suspects that not all of it is real. He prays, and for ten minutes his eyes see only the truth. The lovely fountain is an illusion masking a pit full of spikes. A plain wall panel hides a secret door. The old woman sweeping in the corner is a young man in a magical disguise, and an invisible guard stands behind the minister's chair with a drawn blade. The priest bows politely, and asks for his tea by the door.
Warding
Range TouchDuration 1 hourSave NoneSpell type Non-variable
Protects the caster or one other individual, who must be touched, against one chosen threat for 1 hour. It can be one specific weapon type (daggers, say, or long swords or light crossbows), which become useless against the subject; one elemental force such as fire, ice, wind or lightning; or one particular spell. If that spell can be cast in several modes, the ward covers only one of them.
The minister of rites in Tang has received three warnings that the dark monks will come for him at tonight's banquet, and he refuses to stay home. His chaplain, an old priest of Shang-Ti, touches his wrist in the carriage and prays a single ward: daggers. Halfway through the soup a servant lunges from behind a screen with a thin black blade. It strikes the minister's ribs and skids off his silk robe as if it had hit polished stone. The minister, who is not a brave man, faints anyway.
Wings of Heaven
Duration 1 hour (+10 minutes per level)Save NoneSpell type Variable; each level adds 10 minutes
A pair of brilliant white wings grows from the caster's upper back, letting them fly at twice their normal movement rate for 1 hour, with 10 extra minutes for each level of ability. The caster can still fight or cast spells while airborne, but can carry no more than a normal encumbrance of extra weight. There is no save.
The Vanir hold the only pass, their campfires glitter in the valley below, and the Cimmerian village on the far side of the mountain has no idea they are coming. The priestess Freydis prays to Eloah and gasps as brilliant white wings unfold from her shoulders, wide as a sail. She takes to the air at twice the speed she could ever run, carrying only her staff and a waterskin. Arrows whistle up from the camp; she climbs out of their reach. Within the hour she drops into the village square, breathless, shouting her warning.
VISpells of the sixth level
Enlightenment
Save NoneSpell type Non-variable
The caster's deity supplies specific knowledge about one chosen subject. For an object or device, the caster learns all its powers and uses and something of its history: its former owners if any, who made it and where. This history is always accurate but not always precise, and minor items may reveal little of use.
For an unknown kind of plant or animal, the caster learns general facts such as what a plant can be used for, or how strong a creature is and what abilities and traits it has. For a building, structure, statue or the like, the caster learns in general terms who made it, what it was for and where it came from, along with any legends or powers attached to it.
No one alive knows who built the Pyramid of the Atlantydes, or why, and the savant Hypatia has spent six years trying to find out. At last she kneels at its foot, lays her palm on the ancient stone, and asks her god. Knowledge pours into her like water into a cup: the name of the builder king, the purpose of the chambers, the legend of the sleeping guardian beneath, all true, though blurred at the edges like an old fresco. She sits back, trembling, and reaches for her notebook.
Exorcism III
Save vs WillSpell type Non-variable
Banishes one demonic presence from a creature or being it has possessed. The demon may save vs Will to avoid being cast out. This form of exorcism is aimed at demons specifically, where Exorcism I drives out spirits and Exorcism II clears haunted dwellings. It does not vary with the caster's level.
The fisherman of Rapa Nui has been possessed for a week, and the thing inside him has already killed two of his neighbors with his hands. They have tied him to a post on the beach. A traveling priest of Poseidon, the only one for a thousand miles, faces him at sunset and commands the demon out. The fisherman screams in a voice not his own. Something black and shrieking tears loose from his body in a gust of cold air and is gone, and the man sags, sobbing, against his ropes.
Holy Word
Range Hearing rangeSave NoneSpell type Non-variable
A single spoken word with one of two effects. The first cancels one control-type spell (Slow/Haste, Charm, Hypnosis, Emotional Influence and so on) on everyone who hears it; there is no real limit to how many people it can free, so long as they can hear the caster's voice.
The second makes all undead within hearing shrink away from the caster and those nearby. They back off slowly to a distance of 10-40 ft. and keep it for 10 minutes before they dare to come closer again.
The necromancer's zombies have come shambling up the road to the village in their dozens, and Tomas, the village priest, has no army, only his voice. He stands in the middle of the road, raises his holy symbol, and speaks a single word of power. Every one of the dead within earshot stops, flinches, and begins to back away, slowly, until they are huddled thirty feet off, their empty eyes on him. For ten minutes they will not come closer. Tomas turns and shouts for the villagers to run.
Part Water
Duration While caster concentratesArea Path 10 ft. wide, up to 100 ft. long (+100 ft. per additional level)Save NoneSpell type Variable; each additional level adds up to 100 ft.
Opens a dry lane through any body of water, 10 ft. across and as long as 100 ft., with a further 100 ft. of length for each additional level. The whole path offers safe, fairly dry footing. The spell fails if the water is deeper than 10 ft. times the caster's level, and the path lasts only as long as the caster keeps complete concentration.
The Vanir are coming up the Cimmerian coast, and the refugees have nowhere to go but the lagoon. Olaf, an old priest of Poseidon, wades into the shallows, lifts his arms, and the water draws apart before him like a curtain: a lane ten feet wide across the lagoon's sandy bottom, the waves standing on either side like green glass walls. The villagers stream across with their carts and cattle. Olaf stands at the water's edge, his eyes shut, not daring to let his mind stray until the last child reaches the far shore.
Return to Sanctum
Range Unlimited, any planeSave NoneSpell type Variable, as stated
By speaking a single word, the caster is instantly carried back to their own quarters, temple, sanctuary or similar home. Distance does not matter: it works from any place, any dimension and any plane of existence. The caster may bring along up to 100 lbs. of materials of any kind per level of ability. There is no save.
The tomb is collapsing around them in the Kaila Mountains, ceiling stones cracking and dust pouring down, and the high priestess Dolkar has gathered the most precious scrolls into her arms. There is no way out through the rubble. She speaks a single word. The tomb vanishes. She is standing on the familiar floor of her own chamber in the temple, dust still falling from her hair, the scrolls clutched against her chest. Her acolyte drops his broom and stares at her. She asks him, quite calmly, whether anyone has fed the cat.
Soul Search
Range Unlimited, including other planesDuration 24 hoursSave NoneSpell type Non-variable
Finds one living individual by tracking the energy their soul gives off. Distance does not matter, and even a creature on another plane can be found. For 24 hours the caster carries an unfailing homing sense fixed on that person's soul. Only a Spiritual Shield can block it.
Babilary slavers took the boy from the beach at dawn, and by evening their ship has vanished over the horizon. His mother goes to the old priestess of the fishing village with nothing but his wooden toy boat. The priestess prays, and far away, somewhere south-east, a small, bright soul flickers in her mind like a lantern across dark water. She rises, takes her staff, and goes down to the harbor to find a captain. For a whole day she will know exactly where the boy is.
Travel to Astral Plane
Save NoneSpell type Variable, as stated
Carries the caster into the astral plane, and may take along one other individual or creature for each level of ability. Cast in reverse, the spell brings the traveler back to their home plane. There is no save, and the number of companions who can make the journey grows as the caster rises in level.
Three days they have wandered the silver mists of the astral plane, the priest Ionnes and his four companions, and their business there is done. Now Ionnes gathers them close, hands clasped in a circle, and speaks the prayer backwards, the way his teachers taught him. The mists tear. Grass, wind and the smell of the sea rush in at once, and the five of them are standing on the cliffs above Klymeus in the gray dawn, blinking at a world that suddenly feels very heavy and very real.
Truth
Save Special; vs Will at -1 per level of casterSpell type Variable, only as stated
Forces any individual, creature or being to answer one question with complete honesty. The subject has no choice unless it passes a special save vs Will, made at -1 for each level of the caster, so the spell becomes harder to resist as the caster grows stronger. Caster and subject must understand each other for it to work.
The captured spy sits before the high priest of the Sun God in Quechua, lips pressed tightly together, eyes defiant. The priest, an old man of formidable power, lays his hand on the table between them and asks one question in the spy's own tongue: who in the temple is paying for his treachery? The spy fights. His jaw clenches, sweat breaks out on his brow, his hands grip the edge of the table until his knuckles whiten. Then, in a strangled whisper, he speaks a name. The priest closes his eyes in pain. It is his own nephew.
VIISpells of the seventh level
Awe
Range 100 ft.Save vs Will, as statedSpell type Non-variable
The caster's body takes on an otherworldly radiance and gives off an intense aura of spiritual power. Enemies and would-be foes within 100 ft. who see the caster this way must save vs Will or draw back in awe.
Those who fail will not interfere with the caster or any companions in any way, provided they themselves are not attacked or harried. Even those who succeed hold back for a full minute on seeing the caster's true spiritual self; only really evil, vicious or desperate creatures will risk attacking.
The Scythian horde has ridden right up to the temple steps in Saturnia, a hundred mounted warriors with bows drawn, and the old high priestess walks out alone to meet them. As she reaches the top of the steps, a radiance breaks out of her, soft and immense, as if the sun had quietly stepped inside her skin. The front ranks lower their bows without knowing why. Their horses back away. A few hardened veterans grit their teeth and hold their ground, but even they do not move for a long minute. No one fires.
Banish
Save vs Will, unless lower level or fewer hit points than caster (no save)Spell type Non-variable
With a single spoken word the caster forces one summoned creature back to its home plane. The creature may save vs Will to resist, but only if it is at least the caster's equal: a creature of lower level, or with fewer hit points than the caster, gets no save at all. The spell does not vary with level.
The necromancer's summoned demon towers over the Atlantean paladin in the ruined courtyard in Pictland, wings spread and fangs dripping, and Cassian is bleeding from a dozen cuts. He does not raise his sword again. He raises his free hand instead and speaks one word of absolute authority. The demon, older than he is and stronger, fights the word with everything it has, snarling, its outline trembling like a heat haze. Then it loses. It is simply gone, sent home in an instant, and the courtyard is silent.
Divine Symbol of Power
Save As per the type of symbol employedSpell type Non-variable
The caster may inscribe one divine symbol of power, choosing freely among them. What the symbol does, and any save it allows, depend on which symbol is drawn; the details are given in the section on Symbols. The spell itself does not vary with the caster's level.
Above the door of a sealed tomb among the pyramids of Heru-Seti, the high priest Amenhotep raises his staff and traces a glowing sign in the empty air. It hangs there a moment, burning gold, and then dims to a faint golden tracery above the lintel, easy to miss in torchlight. It needs no wall to hold it and it will never tire. What it does to the next grave robber who comes within its reach and sets eyes on it, only the priest and his god know. The priest seems quite content with that.
Exorcism IV
Save vs Will, unless lower level or power than caster (no save)Spell type Non-variable
The mightiest of the exorcisms, casting out any number of spirits, devils or demons at once from a person or a dwelling. Each being may save vs Will, but beings of lower level or power than the caster get no save at all. Only practitioners of Divine Magic may learn this spell.
The Hantu came into the old governor's mansion on Taenerus through some rift in its cellars, and dozens of them now howl through its halls, fighting each other over the scraps of the dead. The high priest of Poseidon walks in through the front door alone and speaks the final exorcism. The whole building shakes. Most of the lesser horrors are ripped away at once, like leaves in a gale. A few of the strongest cling on, screaming, but in the end they too are torn loose, and the silence afterwards is enormous.
Miracle
Save Only as statedSpell type Variable, only as stated
Draws on the caster's deity for one of five great works. The first brings one creature or being back to life no matter how long it has been dead or what state the body is in, even bare bones. It returns as healthy as it was before death, though dazed and confused for 10-60 minutes; it must make a special save vs Constitution, at +1 per level of the caster, to come back.
The second restores full health to a creature that has lost a limb, an eye or its mind, and can also heal victims of attacks that drain life or energy. The third raises a wall, cube or sphere of spiritual force, at most 10x10x10 ft., that no attack of any kind can break. It may be used only for protection, needs the caster's full concentration and lasts at most 10 minutes.
The fourth prevents or stops a natural disaster, for example a flood, avalanche, storm, plague or volcanic eruption, or instantly dispels magic that imitates such forces; the caster can hold the disaster back for one hour for each level they have reached. The fifth strips all magic from one object or area of up to 10x10x10 ft. for 24 hours.
The mountain above the villages of Okalo has begun to rumble, smoke pouring from its crown, and ash is already falling like gray snow. The high priest of the valley, a very old man with long years of service behind him, climbs to the shrine on the lower slopes and prays with everything he has. The rumbling stops. The smoke hangs still in the sky. The mountain seems to hold its breath. His prayer will hold the mountain for some hours, and no longer, and the villagers are already running.
Omniscience
Area 100 ft. radiusSave NoneSpell type Non-variable
Lets the caster learn whatever they want to know about the creatures, objects and devices within 100 ft. of where it is cast. In effect it combines Detect Magic, Locate Object, Detect Good/Evil, Enlightenment and Soul Search. Information comes only in answer to specific questions, and the caster may ask up to three.
The ruined First Age temple on Taproban Island is full of strange objects, and the savant Theokles has no time to study them all before the jungle swallows the expedition. He stands in the middle of the great hall and prays, and the god opens his mind to everything within a hundred feet. He is allowed three questions. Which of these objects is magical? What is the jade box and who made it? Is anything alive in this room with evil intent? The third answer makes him turn very slowly toward the ceiling.
Retribution
Save Only as per the type of spell being employedSpell type Non-variable
Calls on the caster's patron deity to avenge an assault, insult or attack against any faithful follower of its religion. Provided the caster has been faithful, as the Game Judge decides, the deity grants the use of one of three spells.
Banish to Lower Plane sends away a single individual, who may resist with a save vs Will. Seven-Year Curse strikes a village, town, city or area of up to 10x10 miles with seven years of drought, pestilence or plague, the exact effects of the blight being up to the Game Judge. Destruction turns up to 10x10x10 ft. of any non-living material to dust at a range of 100 ft., with no save.
The slaver who murdered the pilgrim on the road to Madaan thinks himself safe behind his hired swords. He is wrong. The pilgrim's priest, who has served his god faithfully for fifty years, walks into the slaver's tent at nightfall and speaks a single word of judgment. The slaver fights it, straining, sweating, his hand on his knife. It does no good. The ground beneath him opens onto a red, roaring dark, and he is gone, banished to the lower planes. His hired swords decide, as one, to seek other employment.
Superior Invocation
Save SpecialSpell type Non-variableComponents Offering of prayer, incense or candles
Calls a guardian or avatar of the caster's deity, the greatest of the divine invocations. The caster must make an offering, whether prayer, incense or candles, and the summoning follows the procedures laid down under Summoning Rituals. The save is listed as special. Only practitioners of Divine Magic may learn this spell.
The city of Goldar is under siege, the walls are breached, and the high priestess of Poseidon has done all a mortal can do. She burns the temple's last incense, lights every candle, and invokes her god's guardian. The air splits open with light. The being that steps into the sanctuary is tall and serene, crowned with brilliance, and its first words are a question: has she been faithful? She answers yes, and she has. It turns toward the breach, and the priestess, for the first time in a week, sits down.
Word of Command
Range Hearing rangeDuration 1 hourSave vs WillSpell type Non-variable
The caster utters a single word of command, for example "cease", "surrender" or "flee". Every target creature that can hear it must save vs Will or obey without hesitation. Whatever the order, its hold on those who fail lasts for 1 hour, and the spell does not vary with the caster's level.
The Picts have broken into a farmstead courtyard in Uallach with torches and axes, and the only defender left is a frail old priest, a guest of the house, who has nothing but his voice. He climbs onto the well's edge and speaks one word, flee, with all the power his god can give him. Almost every raider who hears it drops what he is doing, turns and runs, scrambling back over the wall and down the hill. Three stubborn warriors stay behind, blinking, suddenly very alone. The old priest looks at them, and they reconsider.
Rules paraphrased from The Arcanum, 2nd edition (Bard Games, 1985), pages 74 to 120.
