Divine cantrip
Casting Time: 6 Action Points
Range: Self
Components: V, M
Duration: 1 round
Until you are attacked, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks.
The time to cast this spell decreases by 1 Action Point when you reach 5th level (5 AP) and again at 17th (4 AP).
This spell last until the beginning of the next round when you reach 11th level.
Divine cantrip
Casting Time: 8 Action Points
Range: Self
Components: V, M
Duration: Instantaneous
You speak a word of protection to strengthen you. When you do, you gain 1d4 Vigor.
The time to cast this spell decreases by 1 Action Point when you reach 5th level (7 AP) and again at 17th (6 AP).
The Vigor granted by this spell increases by 1d4 when you reach 11th level (2d4).
Divine cantrip
Casting Time: 8 Action Points
Range: Touch
Components: V, M
Duration: Concentration
You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one physical, mental, or profession skill roll of its choice. It can roll the die before or after making the skill roll. The spell then ends.
The time to cast this spell decreases by 1 Action Point when you reach 5th level (7 AP), 11th (6 AP), and again at 17th (5 AP).
Divine cantrip
Casting Time: 3 Action Points
Range: Self
Components: V, M (A weapon)
Duration: 1 round
You channel divine might into your weapon. Your weapon deals divine damage and adds 2 to all damage rolls until your next attack.
This spell's damage increases by an additional +2 when you reach 5th level (+4) and again at 17th (+6).
This spell last until the beginning of the next round when you reach 11th level.
Divine cantrip
Casting Time: 8 Action Points
Range: Touch
Components: V, M
Duration: Concentration
You touch one object no larger than a 1-foot sphere. The next creature that attempts a skill roll directly involving that object (such as picking a lock, forcing a door open, disarming a trap, searching a container, or catching a dropped item) must subtract 1d4 from the roll. The spell then ends.
The size of the object you can affect increases to a 3-foot sphere when you reach 5th level, a 5-foot sphere at 11th, and 10-foot sphere at 17th.
Divine cantrip
Casting Time: 7 Action Points
Range: Touch
Components: V
Duration: 1 hour
You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.
If you target an object held or worn by a hostile creature, that creature must succeed on a Mobility (Dexterity) defense to avoid the spell.
The time to cast this spell decreases by 1 Action Point when you reach 5th level (6 AP), 11th (5 AP), and again at 17th (4 AP).
Divine cantrip
Casting Time: 8 Action Points
Range: Touch
Components: V, M
Duration: Concentration
You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one defense roll of its choice. It can roll the die before or after making the defense roll. The spell then ends.
The time to cast this spell decreases by 1 Action Point when you reach 5th level (7 AP), 11th (6 AP), and again at 17th (5 AP).
Divine cantrip
Casting Time: 6 Action Points
Range: 60 feet
Components: G, M
Duration: Instantaneous
You create a well of divine energy on a creature that you can see within range. A creature within takes 1d8 fire damage or they lose 1d4 Action Points. If the creature is undead or an evil outsider such as a fiend or a demon, you add your devotion to the damage roll or Action Point penalty.
The time to cast this spell decreases by 1 Action Point when you reach 5th level (5 AP) and again at 17th (4 AP).
This spell's damage increases by one die when you reach 11th level (2d8) and the Action Point loss increases by 1d4 (2d4).
Divine cantrip
Casting Time: 7 Action Points
Range: Touch
Components: V, M
Duration: Instantaneous
You touch a living creature that has 0 health. The creature becomes stable. This spell has no effect on undead or constructs.
The time to cast this spell decreases by 1 Action Point when you reach 5th level (6 AP), 11th (5 AP), and again at 17th (4 AP).
Divine cantrip
Casting Time: 7 Action Points
Range: 30 feet
Components: V
Duration: Up to 1 minute
You manifest a minor wonder, a sign of supernatural power, within range:
Your voice booms up to three times as loud as normal.
You cause flames to flicker, brighten, dim, or change color.
You cause harmless tremors in the ground.
You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.
You instantaneously cause an unlocked door or window to fly open or slam shut.
You alter the appearance of your eyes.
If you cast this spell multiple times, you can have up to three of its effects active at a time, and you can dismiss such an effect at will.
The time to cast this spell decreases by 1 Action Point when you reach 5th level (6 AP), 11th (5 AP), and again at 17th (4 AP).
Divine cantrip
Casting Time: 6 Action Points
Range: 60 feet
Components: V, M
Duration: Instantaneous
You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. The creature takes 1d8 necrotic damage or it becomes Unbalanced. If the target is missing any of its health, it instead takes 1d12 necrotic damage.
The time to cast this spell decreases by 1 Action Point when you reach 5th level (5 AP) and again at 17th (4 AP).
This spell's damage increases by one die when you reach 11th level (2d8 or 2d12).
Divine cantrip
Casting Time: 7 Action Points
Range: 30 feet
Components: V, M
Duration: 1 hour
Your magic grants you a brief insight into a target's defenses. You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one attack roll of its choice. It can roll the die before or after making the attack roll. The spell then ends.
The time to cast this spell decreases by 1 Action Point when you reach 5th level (6 AP), 11th (5 AP), and again at 17th (4 AP).
1st-circle divine
Casting Time: 8 Action Points
Threshold Cost: 2
Range: Touch
Components: V, M
Duration: 1 hour
Your connection to the divine provides extra defense, the creature you touch gains 1d4 + 4 Vigor for the duration.
When you cast the spell at a higher circle, the Vigor provided increases by 1d4 for each circle above the first.
1st-circle divine
Casting Time: 7 Action Points
Threshold Cost: 3
Range: Self
Components: V, M
Duration: 1 hour
A protective magical force surrounds you, manifesting as a shimmering armor that covers you and your gear. You gain 5 Vigor for the duration. If a creature hits you with a melee attack while you have this Vigor, the creature takes 5 fire damage.
When you cast the spell at a higher circle, both the Vigor and the fire damage increase by 5 for each circle above the first.
1st-circle divine
Casting Time: 8 Action Points
Threshold Cost: 2
Range: 30 feet
Components: V, M
Duration: Concentration
Make a ranged touch attack against one target within range. Whenever a target affected by this spell makes an attack or defense roll before the spell ends, the target must roll a d4 and subtract the number rolled from the attack or defense roll.
When you cast the spell at a higher circle, you can target one additional creature for each circle above the first.
1st-circle divine
Casting Time: 7 Action Points
Threshold Cost: 2
Range: 30 feet
Components: V, M
Duration: Concentration
You bless up to three creatures of your choice that you can see within range. Whenever a target makes an attack or defense roll before the spell ends, the target may roll a d4 and add the number rolled to the attack or defense roll.
When you cast the spell at a higher circle, you can target one additional creature for each circle above the first.
1st-circle divine
Casting Time: 4 Action Points
Threshold Cost: 2
Range: Self
Components: V, M
Duration: Instantaneous
You infuse your weapon with a surge of holy light. Your next weapon attack roll made before the end of the round adds your Devotion to the attack roll. On a hit, the attack deals an extra 1d8 damage.
When you cast the spell at a higher circle, the damage increases by 2d8 for each circle above the first.
1st-circle divine
Casting Time: 1Â hour
Range: Touch
Components: V, G, M (25 gp worth of powdered silver, consumed)
Duration: Instantaneous
You perform a special religious ceremony that is infused with magic. When you cast the spell, choose one of the following rites, the target of which must be within 10 feet of you throughout the casting.
Atonement. You touch one willing creature whose has fallen out of favor with their deity, and you roll a d20 and add your devotion to the roll. If the roll is greater than 20 then they are able to find favor with their deity again.
Bless Water. You touch one vial of water and cause it to become holy water.
Coming of Age. You touch one humanoid who is a young adult. For the next 24 hours, whenever the target makes a non-combat skill roll, it can roll a d4 and add the number rolled to the roll. A creature can benefit from this rite only once.
Dedication. You touch one humanoid who wishes to be dedicated to your god's service. For the next 24 hours, the target has advantage on any knowledge check relating to religion or their deity. A creature can benefit from this rite only once.
Funeral Rite. You touch one corpse, and for the next 7 days, the target can't become undead by any means short of a wish spell.
Wedding. You touch adult humanoids willing to be bonded together in marriage. For the next 7 days, each target gains advantage on Speechcraft rolls while they are within 30 feet of each other. The same two creatures cannot benefit from this rite again.
1st-circle divine
Casting Time: 10 Action Points
Threshold Cost: 2
Range: Self
Components: V, M
Duration: Concentration
You manifest a visible aura of divine mandate. While this spell is active, you are recognized as a Sanctified Neutral by all sentient creatures. Creatures who would normally be hostile, suspicious, or dismissive of you find themselves unable to ignore your presence or deny you a right of passage or right of audience.
Creatures that would be hostile to you are indifferent, but creatures that would be friendly to you also act as indifferent. In a Social Interaction, the target starts with no Favor or Displeasure.
If you take any hostile action or commit a crime in the target's presence, your Sanctified status is revoked and the spell ends. This spell works only on targets up to 1 level higher than you.
When you cast the spell at the 2nd circle, you can affect targets up to 2 levels higher than you. At the 3rd circle you can affect targets up to 3 levels higher than you, and at the 4th circle, you can affect targets up to 5 levels higher than you.
1st-circle divine
Casting Time: 10 Action Points
Threshold Cost: 1
Range: Self
Components: V, M
Duration: Concentration
For the duration, you know if there is a divine, elemental, fae, infernal, outsider, or undead within 30 feet of you, as well as where the creature is located. Similarly, you know if there is a place or object within 30 feet of you that has been magically consecrated or desecrated.
The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
1st-circle divine
Casting Time: 8 Action Points
Threshold Cost: 2
Range: Touch
Components: V, M
Duration: Instantaneous
Make an unarmed attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage.
When you cast the spell at a higher circle, the damage increases by 2d10 for each circle above the first.
1st-circle divine
Casting Time: 3 Action Points
Threshold Cost: 2
Range: Self
Components: V, M
Duration: 1 minute
Your prayer empowers you with divine radiance. Until the spell ends, your weapon attacks deal an extra 1d4 damage on a hit.
1st-circle divine
Casting Time: 6 Action Points
Threshold Cost: 2
Range: Touch
Components: V, M
Duration: Instantaneous
A creature you touch may roll one vitality dice to gain temporary vitality with. This spell has no effect on undead or constructs.
When you cast the spell at a higher circle, the target may roll one additional vitality dice for each circle above the first.
1st-circle divine
Casting Time: a melee attack
Threshold Cost: 2
Range: Self
Components: V, M
Duration: 1 round
Make a melee attack against a target. On a hit, the weapon flares with bright light dealing an additional 2d6 damage, and the next attack roll made against this target has advantage, thanks to the mystical dim light glittering on the target until then.
 You may spend 8 Action Points instead to create a shaft of light that you can throw. Make a ranged weapon attack that has a range of 30/60 and does 3d6 piercing damage. The next attack roll made against this target has advantage.
When you cast the spell at a higher circle, the damage increases by 1d6 for each circle above the first.
1st-circle divine
Casting Time: 8 Action Points
Threshold Cost: 2
Range: Touch
Components: V, M
Duration: Concentration
A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to being frightened and gains Vigor equal to your devotion at the start of each of its turns. When the spell ends, the target loses any Vigor from this spell.
When you cast the spell at a higher circle, you can target one additional creature for each circle above the first.
1st-circle divine
Casting Time: 6 Action Points
Threshold Cost: 3
Range: 60 feet
Components: V, M
Duration: Concentration
You point at a creature and utter a divine condemnation. The target takes 2d10 fire damage as holy light sears them or it becomes Dazed.
When you cast the spell at a higher circle, the damage increases by 1d10 for each circle above the first.
1st-circle divine
Casting Time: 9 Action Points
Threshold Cost: 1
Range: Touch
Components: V, M
Duration: Concentration
Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead.
The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new defense rolls against the relevant effect.
1st-circle divine
Casting Time: 1 minute
Range: Touch
Components: V, M
Duration: 24 hours
You designate a single item, petitioning your deity to watch over it. You touch one non-magical object that is no larger than a 2 foot diameter sphere (such as a small idol, a small chest, a sack, or a piece of paper). For the duration, the object becomes the focus of the vigil.
If the item is broken, moved, or if it comes in contact with a creature that is in opposition to your deity, you instantly receive a clear mental alert (such as a powerful feeling, or the clear chime of a bell). If you were asleep, you are awoken immediately.
If you cast this spell again on another object, the previous casting is immediately dispelled.
1st-circle divine
Casting Time: 10 Action Points
Threshold Cost: 1
Range: 10 feet
Components: V, M
Duration: Instantaneous
All nonmagical food and drink within a 5-foot-radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease.
1st-circle divine
Casting Time: 10 Action Points
Threshold Cost: 2
Range: Touch
Components: V, M
Duration: 1 hour
You bless one creature you touch, shoring up their willpower against outside influence. The creature gains a +2 bonus on defense rolls made to resist Entrancement magic for the duration.
Additionally, if the creature is currently under the effect of an entrancement spell when you cast this spell, the creature may immediately make a defense roll against that effect, potentially ending the effect early.
When you cast the spell at a higher circle, you can target one additional creature for each circle above the first.
1st-circle divine
Casting Time: 7 Action Points
Threshold Cost: 2
Range: Touch
Components: V, G, M
Duration: 1 minute
You ward a creature against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must expend an additional number of Action Points equal to your devotion or become Blinded until the end of the round.
If the warded creature makes an attack, casts a spell that affects an enemy, or deals damage to another creature, this spell ends.
You may cast this spell as a reaction, lowering the Action Point cost by 3, but increasing the Threshold by 1.
1st-circle divine
Casting Time: 10 Action Points
Threshold Cost: 2
Range: Touch
Components: V, M
Duration: Concentration
You spiritually link two willing creatures, allowing them to shore up each other's weaknesses. Choose one of the 8 attributes. For the duration, whenever either target makes a skill roll that requires that attribute, they may choose to the higher attribute between the two of them.
When you cast the spell at a higher circle, you can target one additional creature for each circle above the first.
1st-circle divine
Casting Time: 5 Action Points
Threshold Cost: 3
Range: 60 feet
Components: V, M
Duration: Concentration
A shimmering field appears and surrounds a creature of your choice within range, granting it a bonus to Armor equal to your devotion for the duration.
1st-circle divine
Casting Time: 9 Action Points
Threshold Cost: 3
Range: 90 feet
Components: V, G
Duration: 10 minutes
This spell sends creatures into a magical slumber. Roll 5d8; the total is how much life of all creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in descending order of their current Life (ignoring unconscious creatures).
Starting with the creature that has the highest current Life, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature's Life from the total before moving on to the creature with the next lowest Life. A creature's Life must be equal to or less than the remaining total for that creature to be affected.
Undead and creatures immune to being charmed aren't affected by this spell.
When you cast the spell at a higher circle, roll an additional 3d8 for each circle above the first.
1st-circle divine
Casting Time: 10 Action Points
Threshold Cost: 3
Range: Self
Components: V, M
Duration: Concentration
You manifest a divine shroud that manipulates your spiritual presence. You may choose to manifest either the Humble or the Exalted sign.
Sign of the Humble. You diminish your spiritual weight, becoming a void in the eyes of others. Creatures find it difficult to focus on you or recall your presence. You gain disadvantage on all social checks, but creatures have disadvantage on Awareness (Acuity) rolls to notice you or Survival (Cunning) rolls to track you by normal or magical means. Guards may look right at you and simply assume you are a servant or a fixture of the room not worth their scrutiny.
Sign of the Exalted. You broadcast your divine mandate, becoming a beacon of spiritual gravity. You gain advantage on all social checks involving authority or intimidation, but creatures have advantage on Awareness (Acuity) rolls to notice you or Survival (Cunning) rolls to track you. You are impossible to miss; even those who do not know you feel a compulsion to stop and observe your passage.
2nd-circle divine
Casting Time: 11 Action Points
Threshold Cost: 4
Range: Touch
Components: V, M
Duration: Concentration
You imbue a weapon you touch with holy power. Until the spell ends, the weapon emits bright light in a 30-foot radius and dim light for an additional 30 feet. In addition, weapon attacks made with it deal an extra 2d8 damage on a hit.
If the weapon is used on a critical hit, it bursts forth with divine light. The creature struck by the light loses 5 Action Points or becomes Blinded as it is overwhelmed by the light.
When you cast the spell at a higher circle, the damage increases by 1d8(2d8) at the 6th circle.
2nd-circle divine
Casting Time: 11 Action Points
Threshold Cost: 4
Range: Self
Components: V, G, M
Duration: 1 hour
Your eyes glow with the light of absolute law. For the duration, you automatically see through magical disguises and illusions; false imagery appears faint and transparent to you. Additionally, you can perceive spiritual bindings. You see if the creature is affected by an oath, curse, or magical pact. While you do not know the specific details or what kind of binding, you can see the spiritual weight it places upon the soul.
2nd-circle divine
Casting Time: 9 Action Points
Threshold Cost: 4
Range: Self
Components: V, G, M
Duration: Instantaneous
Description, effects and damage.
When you cast the spell at a higher circle, the damage increases by xdx for each circle above the first.
2nd-circle divine
Casting Time: 9 Action Points
Threshold Cost: 4
Range: Self
Components: V, G, M
Duration: Instantaneous
Description, effects and damage.
When you cast the spell at a higher circle, the damage increases by xdx for each circle above the first.
3rd-circle divine
Casting Time: 13 Action Points
Threshold Cost: 6
Range: 1 mile
Components: V, G, M (a relic worth 100 gp)
Duration: Concentration
You create an invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The sensor remains in place for the duration, and it can't be attacked or otherwise interacted with.
When you cast the spell, you choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. For 3 Action Point, you can switch between seeing and hearing.
A creature that can see the sensor (such as a creature benefiting from see invisibility or truesight) sees a luminous, intangible orb about the size of your fist.
When you cast the spell at a higher circle, you can target any holy site or site of religious importance on the same realm at the 3th-cirle.
3rd-circle divine
Casting Time: 10 Action Points
Threshold Cost: 6
Range: 30 feet
Components: V, M (scripture worth 5 gp)
Duration: Concentration, see below
You speak a word of absolute spiritual law that freezes Undead in their tracks. An undead within range becomes Restrained. To maintain this decree, you must spend 5 Action Points at the end of the round and you cannot move more than 10 feet from where you cast the spell, or the target is free with Action Points equal to yours.
For every circle above the 3rd, you may target 1 additional creature.
At the 5th circle, you may also target 1 Monster, increasing this number by 1 for each additional circle. At the 7th circle, you may also target 1 Divine or Infernal, increasing this number by 1 for each additional circle.
3rd-circle divine
Casting Time: 10 Action Points
Threshold Cost: 6
Range: Touch
Components: V, M
Duration: Concentration
You infuse a creature with a tireless divine fervor that pushes them beyond physical limits. The target gains 10 Vigor, the target ignores Difficult Terrain and does not trigger Counterattacks. Once per round, when the target hits with a weapon, it deals an additional die of damage.
3rd-circle divine
Casting Time: 11 Action Points
Threshold Cost: 6
Range: 90 feet
Components: V, M
Duration: Concentration
You create a wall of swirling curtain of glowing particles on the ground at a point you can see within range. You can make the wall up to 30 feet long, 10 feet high, and 10 feet thick, and it vanishes when the spell ends. It blocks line of sight but not movement. A creature is blinded while in the wall's space and must spend 3 movement for every 1 it moves in there.
3rd-circle divine
Casting Time: 10 Action Points
Threshold Cost: 6
Range: Self
Components: V, G, M
Duration: Instantaneous
Description, effects and damage.
When you cast the spell at a higher circle, the damage increases by xdx for each circle above the first.
3rd-circle divine
Casting Time: 10 Action Points
Threshold Cost: 6
Range: Self
Components: V, G, M
Duration: Instantaneous
Description, effects and damage.
When you cast the spell at a higher circle, the damage increases by xdx for each circle above the first.
4th-circle divine
Casting Time: 10 Action Points
Threshold Cost: 9
Range: Touch
Components: V, G, M (an anathema of your deity worth 100 gp)
Duration: Concentration, up to 1 minute
You attempt to send one creature that you can see within range to another plane of existence. Make a melee touch attack against a target.
If the target is native to the realm of existence you're on, you banish the target to a harmless demiplane. The target remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.
If the target is native to a different realm, the target is banished with a faint popping noise, returning to its home realm. If the spell ends before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Otherwise, the target doesn't return.
4th-circle divine
Casting Time: 11 Action Points
Threshold Cost: 8
Range: Self
Components: V, G, M
Duration: Instantaneous
Description, effects and damage.
When you cast the spell at a higher circle, the damage increases by xdx for each circle above the first.
4th-circle divine
Casting Time: 11 Action Points
Threshold Cost: 8
Range: Self
Components: V, G, M
Duration: Instantaneous
Description, effects and damage.
When you cast the spell at a higher circle, the damage increases by xdx for each circle above the first.
4th-circle divine
Casting Time: 11 Action Points
Threshold Cost: 8
Range: Self
Components: V, G, M
Duration: Instantaneous
Description, effects and damage.
When you cast the spell at a higher circle, the damage increases by xdx for each circle above the first.
5th-circle divine
Casting Time: 13 Action Points
Threshold Cost: 11
Range: 120 feet
Components: V, M
Duration: Concentration
You create a wall of holy radiance on a solid surface within range. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-square panels. Each panel must be contiguous with another panel. In any form, the wall is 1 foot thick and lasts for the duration.
If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice). If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), that creature can immediately spend its movement reaction to move so that it is no longer enclosed by the wall.
The wall is an object that can be damaged and thus breached. It has Armor of 2 and 20 Durability per 10-foot section. Reducing a 10-foot section of wall to 0 Durability destroys it, blinding any creature within 5 feet of it, and leaves behind a sheet of glowing light. A creature moving through the sheet of glowing light takes 4d4 fire damage.
5th-circle divine
Casting Time: 12 Action Points
Threshold Cost: 10
Range: Self
Components: V, G, M
Duration: Instantaneous
Description, effects and damage.
When you cast the spell at a higher circle, the damage increases by xdx for each circle above the first.
5th-circle divine
Casting Time: 12 Action Points
Threshold Cost: 10
Range: Self
Components: V, G, M
Duration: Instantaneous
Description, effects and damage.
When you cast the spell at a higher circle, the damage increases by xdx for each circle above the first.
5th-circle divine
Casting Time: 12 Action Points
Threshold Cost: 10
Range: Self
Components: V, G, M
Duration: Instantaneous
Description, effects and damage.
When you cast the spell at a higher circle, the damage increases by xdx for each circle above the first.
6th-circle divine
Casting Time: 13 Action Points
Threshold Cost: 12
Range: Self
Components: V, G, M
Duration: Instantaneous
Description, effects and damage.
When you cast the spell at a higher circle, the damage increases by xdx for each circle above the first.
6th-circle divine
Casting Time: 13 Action Points
Threshold Cost: 12
Range: Self
Components: V, G, M
Duration: Instantaneous
Description, effects and damage.
When you cast the spell at a higher circle, the damage increases by xdx for each circle above the first.
7th-circle divine
Casting Time: 14 Action Points
Threshold Cost: 14
Range: Self
Components: V, G, M
Duration: Instantaneous
Description, effects and damage.
When you cast the spell at a higher circle, the damage increases by xdx for each circle above the first.
7th-circle divine
Casting Time: 14 Action Points
Threshold Cost: 14
Range: Self
Components: V, G, M
Duration: Instantaneous
Description, effects and damage.
When you cast the spell at a higher circle, the damage increases by xdx for each circle above the first.
8th-circle divine
Casting Time: 15 Action Points
Threshold Cost: 16
Range: Self
Components: V, G, M
Duration: Instantaneous
Description, effects and damage.
When you cast the spell at a higher circle, the damage increases by xdx for each circle above the first.
8th-circle divine
Casting Time: 15 Action Points
Threshold Cost: 16
Range: Self
Components: V, G, M
Duration: Instantaneous
Description, effects and damage.
When you cast the spell at a higher circle, the damage increases by xdx for each circle above the first.
9th-circle divine
Casting Time: 16 Action Points
Threshold Cost: 18
Range: Self
Components: V, G, M
Duration: Instantaneous
Description, effects and damage.
When you cast the spell at a higher circle, the damage increases by xdx for each circle above the first.
9th-circle divine
Casting Time: 16 Action Points
Threshold Cost: 18
Range: Self
Components: V, G, M
Duration: Instantaneous
Description, effects and damage.
When you cast the spell at a higher circle, the damage increases by xdx for each circle above the first.