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Paladin

The Paladin

Radiant in their conviction, the Paladin stands as an unyielding beacon of justice and righteousness, their faith a shield against the darkness. With every strike, they wield the divine fury of their beliefs, smiting evil with unwavering resolve. Their indomitable spirit and dedication make them a formidable bulwark against the forces of chaos and despair.

Commencement Package

One spell from the class spell list.
+6 Knowledge of Culture, +3 Bravery, +3 Mettle, -3 Bluff, -3 Sneak, -3 Sleight of Hand

Level 1

2 Feats
One spell from the class spell list
Free Skill points equal to utility mod

+1 Healing
+1 Sense Magic
+1 Mettle

Level 2

1 Free Stat point
2 Feats
One spell from the class spell list
Free Skill points equal to utility mod

+1 Willpower
+1 Persuade
+1 Bravery

Level 3

2 Feats
One spell from the class spell list
Free Skill points equal to utility mod

+1 Charm
+1 Healing
+1 Bravery

Level 4

1 Free Stat point
2 Feats
Two spells from the class spell list
Free Skill points equal to utility mod

+1 Healing
+1 Sense Magic
+1 Mettle

Level 5

2 Feats
Two spells from the class spell list
Free Skill points equal to utility mod

+1 Willpower
+1 Persuade
+1 Bravery

Level 6

1 Free Stat point
2 Feats
Two spells from the class spell list
Free Skill points equal to utility mod

+1 Charm
+1 Healing
+1 Bravery

Level 7

2 Feats
Three spells from the class spell list
Free Skill points equal to utility mod

+1 Healing
+1 Sense Magic
+1 Mettle

Level 8

1 Free Stat point
2 Feats
Three spells from the class spell list
Free Skill points equal to utility mod

+1 Willpower
+1 Persuade
+1 Bravery

Level 9

1 Master Feat
Three spells from the class spell list
Free Skill points equal to utility mod

+1 Charm
+1 Healing
+1 Bravery

Spell List

Healing Aid

Level 1 White Spell (4)

Element: Holy

Mechanics: D10 Holy heal, without

Cost:3mp

Cast time: 1AA

Modality:the caster shoots a ball of restorative energies at the target.

Notes: The caster may spend 2BA to increase the heal by a d6 vs humanoids.


Healing Pulse

Level 2 White Spell (6)

Element: Holy

Mechanics: D8 holy heal, level 2 cone

Cost:6mp

Cast time: 1AA,1MA

Modality:the caster closes their eyes and a series of small white glowing rings emit from their forehead and grow larger as they pass over the targets.

Notes: The caster may spend 2BA to increase the heal by a d4.


Smite

Level 1 White Spell (1)

Element: Holy, Light

Mechanics: add a d2 holy/light damage to your weapons attack and make the whole attack count as holy/light damage in addition to its other types.

Cost:3mp

Cast time: addition spell

Modality: The caster calls down divine aid to empower their strike.

Notes: The caster may spend 2BA to up the holy damage dice roll twice.


Angelic Strike

Level 5 White, Orange Spell (5)

Element: Holy, Summoning

Mechanics: Gives you full movement flight for the round and adds d6 Holy damage to your attack.

Cost:15mp

Cast time:addition spell

Modality: The caster weapon pulses a soft white glow. White wings appear on the caster.

Notes: The caster may spend 2BA to reduce this spell’s cost by 9mp if there are 3 or more undead units on the field.


Pavillon

Level 4 White, Red Spell (8)

Element:  Protection, Water

Mechanics: interrupt, level 2 ring, blocks 8 damage from area of effect attacks.

Cost:12mp

Cast time:1AA,1MA

Modality: The caster conjures a flat swirling white cloud above them in a large radius. Projectiles are largely halted by this puffy shield.

Notes: The caster may spend 2BA to reduce this spell’s cost by 6mp.


Soul Weave

Level 8 Gray, White Spell (12)

Element: Holy, Manipulation

Mechanics: Link level 3, every unit in the spell's effect shares damage and healing. Potency 18 vs Bravery/Personality.

Cost:24mp

Cast time:1AA, 1MA

Modality: The caster forms a chain out of their own spirit. The chain moves around as if alive wrapping around the souls of all it can stretch too.

Notes: The caster may spend 2BA to give this spell 6 space range, and a ¼ chance to reduce this spell’s cost by 9mp.


Knows his Sheep

Level 1 White, Gray Spell (1)

Element: Holy, Manipulation

Mechanics: add friendly fire to a target spell.

Cost:3mp

Cast time:Addition spell

Modality: The caster intertwined his wholesome intention into the chaotic energy of the spell being cast.

Notes: The caster may spend 2BA and 3mp to give this spell 3 space range and interrupt.


Friar's Lantern

Level 2 White, Orange Spell (5)

Element: Light, Summoning

Mechanics: 6 space range, d6 holy heal, level 1 ward.

Cost:6mp

Cast time:1AA

Modality: The caster summons a benevolent wisp. Fragile, but eager to heal and give aid.

Notes:The caster may spend 2BA to give the ward the ability to dodge, making it an 11 to hit. This wisp produces a bright light and can be used as a lantern of sorts.

Ward:The ward is an atmospheric ball of light called a wisp.


St. Evan’s Cube

Level 6 White Spell (10)

Element: Protection

Mechanics: level 2 ring. No unit can enter or leave the area of effect. Including spells and projectiles. Potency 24 vs seal tampering/personality, requires 1AA to attempt to clear the check.

Cost: 9mp, (upkeep cost 9mp)

Cast time:1AA, 1MA continuous channeling

Modality: The caster uses all their effort to concentrate their magic into an indestructible cube. The only way for the cube to be removed is for the caster to stop channeling it or for a unit to undo the seal that holds it to this plane. The cube itself appears to be made of a translucent light blue glass.

Notes:The caster may spend 2BA each round to reduce this spell’s upkeep cost by 9mp if only allies are inside the area of effect.


Glimpse of Glory

Level 6 White Spell (10)

Element: Light

Mechanics:Blind level 4 ring. Cascading potency vs Concentration/Toughness. First ring has 18 potency, the second ring has a 14 potency, the third ring has 10 potency, and the fourth ring has a 6 potency.

Cost:18mp

Cast time: 1AA,1MA

Modality: The caster briefly takes on the appearances of a god. The glory is so bright that it blinds most units in the area.

Notes:The caster may spend 2BA to reduce this spell’s cost by 3 mp for every enemy in a level 2 ring minus 1.


Angel’s Prayer

Level 2 White Spell (5)

Element: Holy

Mechanics: revive a fallen target within (3+toughness mod) rounds of their death. 6 space range. With-out.

Cost:6mp, 1OBP

Cast time: 1AA

Modality: The caster request’s divine intervention to revive the fallen target. Moved by the caster’s devotion, ethereal angels escort the target’s soul back into the body.

Notes:The caster may spend 2BA to reduce this spell's cost by 9mp vs humanoid targets.

1OBP: Every 30 minutes of dedicated prayer outside of battle gives you 1OBP for this spell.


Clarity

Level 1 White Spell (4)

Element: Protection

Mechanics: 6 space range, reduce target yellow tower potency by 12

Cost:3mp

Cast time: 1AA

Modality: The caster points at the target’s head and halos of energy spin about their head then shatter and fade away.

Notes:The caster may spend 2BA to increase this spell’s potency by 8.


Hope

Level 1 White Spell (4)

Element: Protection

Mechanics: 6 space range,reduce target black tower potency by 12

Cost:3mp

Cast time: 1AA

Modality: The caster points at the target’s heart and bolts of light blue energy leap for the caster’s finger and into the target’s heart.

Notes:The caster may spend 2BA to increase this spell’s potency by 8.


Cure

Level 1 White Spell (4)

Element: Protection

Mechanics:reduce target green tower potency by 16

Cost:3mp

Cast time: 1AA

Modality: The caster put’s their hand over the target’s liver. The liver glows a bright red that quickly fades.

Notes:The caster may spend 2BA to add a d4 heal to this spell.


Universal Cure

Level 9 White, Gray Spell (12)

Element: Protection, Manipulation

Mechanics: reduces any spell’s potency by 24

Cost:27mp

Cast time: 1AA

Modality: The caster puts their hands on the target’s head and blesses them with a powerful healing.

Notes:The caster may spend 2BA to reduce this spell’s cost by 9mp outside of battle.


Divine Support

Level 3 White, Brown, Gray Spell (7)

Element: Holy, Talent, Manipulation

Mechanics: 6 space range, choose a target and add a d6 to their next skill check. (puts 3 brown counters on the target until the skill check occurs.)

Cost:9mp, (9Mmp if cast outside of battle.)

Cast time:1AA, 1MA

Modality: The caster prays for divine intervention on the target’s behalf.

Notes:The caster may spend 2BA to remove the other effects of this spell and instead heal the target’s Mhp and hp a d8. With a 6 space range.


Preserve

Level 3 White Spell (4)

Element: Holy

Mechanics: removes the target body's death rattle. Making it so they can be revived anytime during the battle.

Cost:9mp

Cast time:1MA

Modality: The caster touches the target corpse and blesses it with preservation until the end of battle.

Notes: May cast this spell as a ritual.

Rites:  mix 1 use of blessed salt with 1 use of holy water. The concoction is poured down the target’s mouth. This must be done within 30 minutes of the target’s death. Then the caster tightly wraps the target’s body in the magus cloth. Then the body is blessed, preserving the body indefinitely. Because of this it can be raised by a simple revive spell no matter how long it has been. The water and salt can be blessed in advance. It takes 30 minutes to bless each.


Graceless

Level 1 White, Black Spell (5)

Element: Holy, Shadow

Mechanics: 6 space range, lower target’s attack dice by a d4, potency 16 vs mettle/personality

Cost:3mp

Cast time:1AA,1MA

Modality: The caster’s curses the target clouds the mind and reduces the target’s skill.

Notes:The caster may spend 2BA to increase the spell’s potency by 8 vs undead foes.


Try Faith

Level 3 White, Red Spell (7)

Element: Holy, Fire

Mechanics: 6 space range D20 holy/fire damage. One time check of 11 vs Personality/Bravery

Cost:9mp

Cast time:1AA, 1MA

Modality: The caster stretches forth their hand calling down a purifying flame that tests the integrity of the target’s soul.

Notes:The caster may spend 2BA to add 4 to the potency of this spell.


Refiner’s Fire

Level 3 White, Red Spell (6)

Element: Holy, Fire

Mechanics: 9 space range, level 1 ring, D18 holy/fire damage if failed. a D18 holy heal if passed. One time check of 12 vs Personality/Bravery.

Cost:9mp

Cast time:1AA

Modality: The caster stretches forth their hand calling down a purifying flame that tests the integrity of the target’s soul.

Notes:The caster may spend 2BA to add 4 to the potency of this spell.


Bountiful Feast

Level 3 Gray, White Spell (3)

Element: Transmutation, Holy

Mechanics: The caster makes 6 days worth of food.

Cost:9mp

Cast time:Addition Spell

Modality: The caster takes mounds of dirt, leaves, sand, etc and blesses it. The blessing transmutes it into a glorious feast.

Notes: The food must be given freely, any attempt to barter or sell the food results in its immediate return to base elements. Anyone who eats the food gets a d4 white counters placed on them.


The Fear of God

Level 5 White, Balck Spell

Element: Holy, Fear

Mechanics: deals a d4 white counter and causes fear potency 24 vs bravery/toughness.

Cost:15mp

Cast time:1AA, 1MA

Modality: The caster grabs the target and lets them feel a portion of their god’s power. The experience is overwhelming and terrifying.

Notes:The caster may spend 2BA to curse a target within 6 spaces that is subdued to white magic. The curse makes the target freakishly afraid of the caster forever.


Sanctuary

White Ritual

Element: Protection

Mechanics: friendly fire, level 3 ring, dodge all. Repel, potency 30 vs seal tampering/intelligence

Cost: 8 uses of blessed salt. 1 level one white magus chalk. ( 15 minutes, 2 level 1 white magus candles vs 22 Seal tampering/Personality check. If failed, the candles are destroyed.)

Cast time:1AA, 1MA

Modality: The caster pours the blessed salt in a closed shape around the area of effect. Or on the window seals and door ways if it is in a building. Then roughly in the center the caster draws a mage circle using the magus chalk. The caster then places a magus candle on either side of themselves then chants for 15 minutes. If the chant fails the candles must be replaced and the chanting redone to finish the ritual. If successful, no enemies may enter the enclosed area. As a powerful invisible wall forbids it (potency 30 vs weasel tampering/intelligence.) However allies may freely come and go through this wall unhindered. When the caster leaves the area of effect, the spell ends.


Proet contra’s Siphon

Level 3 Black, White Spell

Element: Necrotic, Holy

Mechanics: every time you cast this spell it’s effects alternate to the other option.

Option one: level 1 cone, d10 necrotic damage. The caster gains counters on themselves equal to the damage dealt.

Option two: level 1 cone, d10 holy heal. The caster loses counters on them equal to the dealt.

Cost:9mp

Cast time:1AA

Modality: The caster opens up their mouth and pulls dark energy out of the targets and into themselves. Though it makes the target’s feel happier and at ease, the energy is a part of them and weakens them. Then the caster can blow dark energy out of them, increasing the over all energy of those hit by it, but depressing their spirits.

Notes:The caster may spend 2BA to up the dice roll and choose which option is being cast. Casting option one greatly increases the mood of the targets. Option 2 depresses them.


Shielding

Level 5 White Spell

Element: Protection

Mechanics:gives the target plus 3 iron clad for the next 3 instances of damage it takes. (puts 9 white counters on the target until this spell’s effects wear off.)

Cost:15mp

Cast time:1AA, 1MA

Modality: The caster cloaks the target in a subtle shimmering energy that protects the target from damage.

Notes:The caster may spend 2BA to give this spell a level 1 ring and reduce its cost by 3mp.


Prophesied Return

Level 5 White, Purple Spell

Element: Holy, Time

Mechanics:delay 5 rounds. Revive target as long as the battle is still going. (can be cast on a living unit)

Cost:9mp

Cast time:1AA

Modality: The caster places a spark of life into the target unit. 5 rounds later the spark goes off reviving the target back to life if dead.

Notes:The caster may spend 2BA to give the target the ability to teleport and break line of sight equal to their movement. During the round they are revived.


Prophesied Cataclysm

Level 3  Purple, Orange Spell

Element:  Time, Chaos

Mechanics:delay 8 rounds. Friendly fire affects the whole battlefield. D12 (Random element) damage.

Cost: 9mp

Cast time:1AA,1MA

Modality: The caster foresees a cataclysmic event occurring in a version of the future. The caster asks their deity to ensure that this timeline is the one where that occurs.

Notes:The caster may spend 2BA to up the damage dice roll by a d4


Bursting Splendor

Level 4 White Spell

Element: Holy, Light

Mechanics:6 space range, level 1 ring, roll 3 d4’s every 4 rolled deals the target a d12 holy heal.

Cost:12mp

Cast time:1AA, 1MA

Modality: The caster conjures a burrage of random inaccurate flashes of healing light.

Notes:The caster may spend 2BA to add another d4 to the roll


Composure

Level 3 Yellow Spell

Element: Illusion

Mechanics:6 space range, calm potency 18 vs intimidate/personality

Cost:9mp

Cast time:1AA

Modality: The caster takes a deep breath and the target begins to feel at ease and in control. No longer hostile.

Notes:When cast outside of battle, this spell adds 12 charm to the caster for their next charm check. (puts 9 Brown counters on the caster until the charm check occurs.)


Acquisition

Level 3 White, Brown Spell

Element: Holy, Ability

Mechanics:deal 2x your personality mod as white counters.

Cost:9mp

Cast time:1AA

Modality: The caster touches the target and fills them with pure white energy.

Notes:The caster may spend 2BA to add their personality mod again vs demons.


Cephalophore

Level 2 White, Black Spell

Element: Holy, Necrotic

Mechanics: interrupt:When the caster dies they still get their actions and turn each round if they clear a 16+ damage dealt them in this state. The check vs bravery/personality. The check can be reduced by healing. Revive still works on them in this state.

Cost:6mp, 1PPU

Cast time:1AA

Modality: ^^^

Notes:The caster may spend 2BA to reduce this spells cost by 6mp


Deliverance

Level 4 White Spell

Element: Protection

Mechanics: This spell can be cast at any time even if it is not the caster’s turn. Though the cast time will be taken from the caster’s following turn (interrupt). The caster stretches their arm toward a target up to 30 feet away (6 spaces) and a powerful shield blocks 100% of the incoming damage and effects of the current attack on the target (auto miss). This spell cannot be cast on the caster themselves (without).

Cost:12mp

Cast time:1AA

Modality: ^^^

Notes:The caster may spend 2BA to reduce this spells cost by 6mp


Holy Flame

Level 2 White, Red Spell

Element: Holy, Fire

Mechanics: d8 holy/fire damage, 6 space range. True criticals deal an extra d20 holy damage on the entire battlefield ignoring allies.

Cost:6mp

Cast time:1AA,1MA

Modality: A white glowing flame that dances as is slowed by time.

Notes: The caster may spend 2BA to ignore this spell's cost and instantly burn up a target 6 spaces away that is subdued by white counters.


Chains of Perdition

Level 3 White, Blue Spell

Element: Holy, Mechanical

Mechanics: 6 space range, the target can’t use move action to move. The target can’t dodge, potency 16 vs Bravery/Personality.

Cost:9mp, 2OBP

Cast time:1AA,1MA

Modality: Glowing chains with the commandments carved into them hook to the arms, and legs of the target holding them in place.

Notes: The caster may spend 2BA to remove 9mp from the cost of the spell if their side didn’t initiate the conflict.

OBP: 1 hour of prayer each day puts a charge on this spell.


Wings of Freedom

Level 3 White, Orange Spell

Element: Holy, Summoning

Mechanics: allows the target to disengage, and teleport 6 spaces and heals them a d6. 6 space range.

Cost:9mp

Cast time:1AA,1MA

Modality: An angelic figure appears from the sky and swoops down to save the target. Then sets them down nearby.

Notes: The caster may spend 2BA to cast this spell even if it isn’t their turn.


Pious Blaze

Level 3 White Spell

Element: Holy

Mechanics: Puts 1X white counters on the target, the next time the caster is melee attacked the attacker takes Xd8 holy damage. Where X is the number of rounds this spell has been channeling. When this spell resolves the target removes all the counter’s put on them by this spell. The caster may stop channeling while in a battle and the effects will remain until resolved or the battle ends.

Cost:9mp

Cast time:(1AA,1MA continuous channeling.)

Modality: The caster kneels in prayer and is enveloped in a slow moving white flame.

Notes: The caster may spend 2BA each round to heal the target a d4hp.


Horn of Jericho

Level 3 Yellow, White Spell (7)

Element: Sonic, Holy

Mechanics: destruction level 3, level 4 cone, non damaging knock back to the end of the area of effect.

Cost:9mp, 1OBP

Cast time:1AA,1MA

Modality: the caster blews their trump and a wind of judgment fells the structures in the area ahead.

Notes: The caster may spend 2BA to add a d4 white tower counters to the effects of this spell.

OBP: requires a horn worth 5,000 gold or more.


Magic Hammer

Level 2 White, Brown Spell (6)

Element: Holy, Physical

Mechanics:9 space range d4 holy/blunt damage. Split level 2.

Cost:6mp, 2FHS

Cast time:1AA,1MA

Modality: The caster repeats the spells name while rapidly flinging holy hammers at high speeds.

Notes: The caster may spend 2BA to increase this damage by a d4.


Abeyance

Level 3 White, Purple Spell (4)

Element: Protection, Space

Mechanics: interrupt, delay a target spell’s effects for 2 rounds. If the battle ends before the spell resolves, then the effects are lost. To hit a spell that has been cast, you must roll the same check as hitting the caster of the spell.

Cost:9mp

Cast time:1MA

Modality: right as the spell hits, the caster purges it’s effects from reality for a moment, but this reprieve is temporary as these effects still eventually come through.

Notes: The caster may spend 2BA to add 2 more rounds to the delay of this spell.


Elemental Protection

Level 3 White Spell (6)

Element: Protection

Mechanics:Choose an element. The target becomes immune to the chosen element for 3 rounds.

Cost:9mp

Cast time:1AA

Modality: The caster protects the target from their element of choice in that battle.

Notes: The caster may spend 2BA to reduce this spell’s cost by 9mp if the target has been hit by the target element at least once this battle.


Abjure

Level 6 White, Orange Spell (10)

Element: Holy, Summoning

Mechanics:Unsummon a target summoned unit.

Cost:18mp

Cast time:1AA,1MA

Modality: The caster draws the attention of the gods to the dimensional intruder which quickly results in its dismissal.

Notes: The caster may spend 2BA to reduce this spell’s cost by 9mp if the summoned unit is bigger than the caster.


Lesser Abjure

Level 1 White, Orange Spell (5)

Element: Holy, Summoning

Mechanics:6 space range, unsummon a target level 2 or less summoned unit.

Cost:3mp

Cast time:1AA,1MA

Modality: The caster draws the attention of the gods to the dimensional intruder which quickly results in its dismissal.

Notes: The caster may spend 2BA to add a level 2 ring to this spell’s area of effect.


Turn the Undead

Level 2 White, Purple Spell (6)

Element: Holy, Silence

Mechanics: 6 space range, unraise a target undead raised unit.

Cost:6mp

Cast time:1AA,1MA

Modality: The caster evaporates the abominable magics that tie the undead unit to this plane.

Notes: The caster may spend 2BA and 2FHS to add split level 2 to the effects of this spell.


Deanimate

Level 6 Purple Spell (10)

Element: Silence

Mechanics:Unraise a target raised unit.

Cost:18mp

Cast time:1AA,1MA

Modality: The caster evaporates the natural magics that tie the animated unit to this plane.

Notes: The caster may spend 2BA to reduce this spell’s cost by 9mp if the summoned unit is bigger than the caster.


Lesser Deanimate

Level 1 Purple Spell (5)

Element: Silence

Mechanics:6 space range, unraise a target level 2 or less raised unit.

Cost:3mp

Cast time:1AA,1MA

Modality:The caster evaporates the natural magics that tie the animated unit to this plane.

Notes: The caster may spend 2BA to add a level 2 ring to this spell’s area of effect.


Accelerated Regeneration

Level 5 White, Brown Spell (9)

Element: Holy, Ability

Mechanics:the target unit gains regeneration 2 and heals 2hp every round. (Er, Er, Hp, Hp)

Cost:15mp

Cast time:1AA,1MA

Modality:The caster increases the natural healing rate of the target dramatically.

Notes: The caster may spend 2BA to reduce this spell’s cost by 9mp if the target is already missing 5hp or more.


Populate

Level 3 Gray Spell (4)

Element: Creation

Mechanics: clone a non magical item worth 150 gold or less. This spell can target a level 1 creature or summoned unit and create another under the caster’s control.

Cost:9mp, 9Mmp

Cast time:1MA

Modality:The caster turns raw materials into a copy of a target object or weak creature.

Notes: The caster may spend 2BA to remove the 9Mmp cost of this spell if cast on a creature.


Local Sun

Level 5 Red, White Spell (13)

Element: Fire, Ice, Light

Mechanics:6 space range, level 1 ring, d14 fire/light damage, the rest of the battlefield takes a d10 ice damage except for a level 2 ring area around the fire damage of this spell.

Cost:15mp

Cast time:2AA,2MA

Modality:The caster pulls all of the heat from the surrounding area into a small sunlike ball of fire.

Notes: The caster may spend 4BA to give this spell level 2 linger.


Summon an Angel

Level 5 White, Orange Spell (9)

Element: Holy, Summoning

Mechanics:Local summon a level X angel. (where X is the outcome of a rolled d6) random which direction the angel enters. The angel doesn’t have summoning sickness, delay 3 rounds.

Cost:15mp

Cast time:1AA,1MA

Modality:The caster asks for the help of an angel. If they put in their best efforts eventually one will appear to aid them.

Notes: The caster may spend 2BA to remove the delay rounds from this spell if they are already missing 5hp or more.


Aura of Hope

Level 1 White Spell (4)

Element: Holy

Mechanics: The target gains 3hp every time a holy spell is cast on them. (Hp, C)

Cost:3mp, 1PPU

Cast time:1AA

Modality:The caster alters the state of mind of the target, allowing them to be more susceptible to positive energy.

Notes: The caster may spend 2BA to give this spell friendly fire and a level 1 ring.


Beckon

Level 3 Yellow, White Spell (7)

Element: Illusion, Holy

Mechanics:The target aids the caster and allies with the best of their ability. They will not however fight for the caster. If an allied unit attacks the target, the effects of this spell are lost. with a potency 18 vs bravery/personality. When the check is cleared the target heals a d12 hp.

Cost:9mp

Cast time:1AA, 1MA

Modality:The caster fills the target’s mind with illusionary images of someone they love or care about. The target then aids the group in a non violent manner.

Notes: The caster may spend 2BA to reduce this spell’s cost by 9mp if the target is at full health.


Morning Sun

Level 4 White Spell (8)

Element: Light

Mechanics:Deal 8 light damage to all vampires on the battlefield.

Cost:12mp

Cast time:1AA, 1MA

Modality:The caster glows like the morning sun vaporizing all the vampires on the battlefield.

Notes: The caster may spend 2BA to remove the effects of this spell and deal a d4 white counter to every unit on the battlefield instead.


Lazer Disc

Level 4 White Spell (7)

Element: Light

Mechanics:d10 light damage, 6 space range. This spell costs 3mp less to cast for the battle each time you cast it.This spell puts 1 white tower counter on the caster for the battle each time it is cast.

Cost:12mp

Cast time:1AA

Modality:The caster shoots a bright disc of light at the target dealing heavy damage.

Notes: The caster may spend 2BA to add a ¼ chance to cast this spell 2 more times for free.


Sun Disc

Level 4 White Spell (7)

Element: Light

Mechanics:caster potency 22 vs bravery/personality. d6 light/fire damage, 6 space range. This spell deals a d6 more light/fire damage for the battle each time it successfully hits its target. This spell puts 3 white and red tower counters on the caster for the battle each time it is cast.

Cost:12mp

Cast time:1AA

Modality:The caster shoots a bright disc of light at the target that grows brighter each time it hits its mark.

Notes: The caster may spend 2BA to add a ¼ chance to cast this spell 2 more times for free.


Physician’s Touch

Level 2 White Spell (3)

Element: Protection

Mechanics:The caster uses their healing/personality skill to attempt a potency check on a target unit. Without.

Cost:6mp

Cast time:1MA

Modality:The caster soothes and heals the target of their affliction.

Notes: The caster may spend 2BA to add 4 to their healing skill for the round.


Create Holy Water

Effects: Deals a d12 holy damage to units that take double or more damage from holy.

Cast time: 1BA

Ingredient 1: Water

Ingredient 2: Scriptures worth 5,000 gold or more.

Craft check: 13 vs Healing/Personality plus 2 for every level of ring the caster attempts.

Other:takes 30 minutes of prayer.

Sell: 30

True:50

Buy: 70

Percent: 20


Brethren Bond

Level 4 White Spell (8)

Element: Holy

Mechanics:6 space range. add the caster’s hp to the target's hp and then divide it by 2 and round up then return ½ of the pool to the caster and the other half to the target.

Cost:12mp

Cast time:1AA,1MA

Modality:A shaft of pure white light pools in the caster’s hands and streaks out toward the target.

The caster feels a conduit of magical energy form between themselves and the target's spirit.

Notes: The caster may spend 2BA to remove the cost and cast time of this spell if cast on a willing target or one subdued by white tower counters.


Protection from Evil

Level 5 White Spell (9)

Element: Protection

Mechanics:The target becomes immune to necrotic, and shadow damage. (imu, imu)

Cost:15mp

Cast time:1AA,1MA

Modality:The caster protects the target from evil energy.

Notes: The caster may spend 2BA to add a level 1 ring and friendly fire to the effects of this spell.


Sanctify

Level 1 White Spell (1)

Element: Protection

Mechanics:The caster changes an item’s damage type to permanently include holy.

Cost:3mp, 3Mmp

Cast time:Addition Spell

Modality:The caster prays over an object and cleanses it making it sacred.

Notes: any one holding the sanctified object may spend 2BA to add a d4 holy damage to their attack.


Auspice

Level 6 White Spell (6)

Element: Holy

Mechanics:The caster can ask a yes or no question which the DM must answer truthfully to the best of their ability.

Cost:18mp, 18Mmp

Cast time:Addition Spell

Modality:The caster communes with the gods and exhorts them for help and guidance and eventually receives it.

Notes: The caster may spend 2BA to have a ¼ chance to remove the cost of this spell.


Soul Shield

Level 1 White Spell (2)

Element: Holy, Protection

Mechanics:damage goes to mp instead of hp, take double from shadow, heal from holy and light. These effects last one round, 6 space range.

Cost:3mp

Cast time:1MA

Modality:The caster expands the soul of the target having it absorb the impact of the blow.

Notes: the caster may spend 2BA to add intercept to the effects of this spell.

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