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.
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).
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).
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. (maybe change to add your devotion to damage or 1 plus devotion)
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.
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).
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).
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 lose increases by 1d4 (2d4).
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).
Emanation 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. You create one of the following magical effects within range:
Your voice booms up to three times as loud as normal for 1 minute.
You cause flames to flicker, brighten, dim, or change color for 1 minute.
You cause harmless tremors in the ground for 1 minute.
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 for 1 minute.
If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.
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).
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).
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 spell
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, you gain 7 additional temporary vitality for each circle above the first.
1st-Circle spell
Casting Time: 8 Action Points
Threshold Cost: 2
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 temporary vitality for the duration. If a creature hits you with a melee attack while you have this vitality, the creature takes 5 fire damage.
When you cast the spell at a higher circle, both the temporary vitality and the fire damage increase by 5 for each circle above the first.
1st-Circle spell
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 spell
Casting Time: 8 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 spell
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 spell
Casting Time: 10 Action Points
Threshold Cost: 2
Range: 30 self
Components: V, M
Duration: Instantaneous
You either create or destroy water.
Create Water. You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot cube within range, extinguishing exposed flames in the area.
Destroy Water. You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot cube within range..
When you cast the spell at a higher circle, you create or destroy 10 additional gallons of water, or the size of the cube increases by 5 feet, for each circle above the first.
1st-Circle spell
Casting Time: 8 Action Points
Threshold Cost: 2
Range: Touch
Components: V, M
Duration: Instantaneous
A creature you touch regains a number of vitality equal to 2d8 + their Endurance. This spell has no effect on undead or constructs.
When you cast the spell at a higher circle, the healing increases by 1d8 for each circle above the first.
1st-Circle spell
Casting Time: 10 Action Points
Threshold Cost: 3
Range: Self
Components: V, M
Duration: Concentration
For the duration, you know if there is an aberration, celestial, elemental, fey, fiend, 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 spell
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 spell
Casting Time: 8 Action Points
Threshold Cost: 2
Range: Self
Components: V, M
Duration: 1 round
You create a shaft of light and throw it at your enemies. Make a thrown weapon attack against a target dealing 3d6 damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then.
When you cast the spell at a higher circle, the extra damage increases by 1d6 for each circle above the first.
1st-Circle spell
Casting Time: 5 Action Points
Threshold Cost: 3
Range: 60 feet
Components: V, M
Duration: Instantaneous
A creature of your choice that you can see within range may roll one vitality dice to regain 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 spell
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 spell
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 spell
Casting Time: 9 Action Points
Threshold Cost: 2
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 spell
Casting Time: 10 Action Points
Threshold Cost: 2
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 spell
Casting Time: 8 Action Points
Threshold Cost: 2
Range: Self
Components: V, G, M
Duration: Instantaneous
You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Spirit (Will) defense roll against your devotion + 10. On a failure, the creature must choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from area effects, such as the explosion of a fireball.
If the warded creature makes an attack, casts a spell that affects an enemy, or deals damage to another creature, this spell ends.
1st Circle spell
Casting Time: 8 Action Points
Threshold Cost: 2
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 spell
Casting Time: 8 Action Points
Threshold Cost: 2
Range: 90 feet
Components: V, G
Duration: 10 minutes
This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).
Starting with the creature that has the lowest current hit points, 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 hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points 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 spell
Casting Time: 8 Action Points
Threshold Cost: 2
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.
1st-Circle spell
Casting Time: 8 Action Points
Threshold Cost: 2
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.
1st-Circle spell
Casting Time: 8 Action Points
Threshold Cost: 2
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.
1st-Circle spell
Casting Time: 8 Action Points
Threshold Cost: 2
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.
1st-Circle spell
Casting Time: 8 Action Points
Threshold Cost: 2
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.
1st-Circle spell
Casting Time: 8 Action Points
Threshold Cost: 2
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.