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Faith*

Faith*

These spells are associated with specific faiths, there are no talents associated with this tradition and it cannot be chosen on its own. Instead, a member of the church of an associated god can choose from this list as well when choosing a spell.

Talents

Novice Spells

Altar of Faith

Altar of Faith

Tradition: Faith*

Rank: Novice

Castings: 1

Duration: 1 minute (or see effect)

A glowing altar appears in the space. Constructed from materials associated with your faith and festooned with imagery associated with your god, the object radiates holiness. It has Health 40. If it is destroyed, the spell ends early.

The altar grants 1 boon on attribute rolls and luck rolls made by anyone within 5 yards of it who worships your deity.

2026/01/19 18:13 · 0 Comments

Censure

Censure

Tradition: Faith*

Rank: Novice

Castings: 3

Duration: Instantaneous

You speak a prayer of anathema against your enemies. Each enemy in the target space makes a Will roll; a demon, faerie, fiend, spirit, or undead rolls with 1 bane. On a failure, the enemy becomes confused (luck ends).

2026/01/19 18:13 · 0 Comments

Heavenly Raiment

Heavenly Raiment

Tradition: Faith*

Rank: Novice

Castings: 1, perform a ritual

Duration: 1 hour (or see effect)

Threads of golden light appear in the air around you, weaving together to cover you in a magical vestment of your faith. The raiment emits dim light, imposes 1 bane on rolls to attack you, and grants you 1 boon on Will rolls.

When you would be harmed, you can use a reaction to avoid or mitigate it. If the harm would cause you to take damage, you take half as much. If the harm would cause you to lose Health or gain an affliction, you reduce the amount of Health lost to 0 or you do not gain the affliction. This use of the spell ends the effect early.

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Holy Light

Holy Light

Tradition: Faith*

Rank: Novice

Castings: 3

Duration: Instantaneous

You gather between your hands a ball of undulating light, then fling it at the target. The target takes 1d6 damage. Make a Will roll against the target’s Agility. On a success, the target takes an extra 2d6 damage. On a critical success, they instead take an extra 4d6 damage. If the target is a demon, faerie, fiend, spirit, or undead, they make a luck roll also. On a failure, the target becomes blinded until the end of your next turn.

2026/01/17 21:56 · 0 Comments

Proclamation of Denial

Proclamation of Denial

Tradition: Faith*

Rank: Novice

Castings: 1

Duration: 8 hours

You throw up your hands and shout your proclamation to deny enemies of your faith access to the target area. When an enemy in the target space starts its turn, it becomes vulnerable and weakened until the start of its next turn. If you end the spell early, you cause sacred light to suffuse the area with holy energy that deals 2d6 damage to each demon, faerie, fiend, spirit, and undead in it.

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Spirit Away

Spirit Away

Tradition: Faith*

Rank: Novice

Castings: 1, reaction when an ally you can see within 10 yards is harmed

Duration: Instantaneous

The target becomes invisible and teleports to an empty space within 5 yards of you. The invisibility lasts until the end of your next turn.

2026/01/19 18:13 · 0 Comments

Ancestral Hamnmer

Ancestral Hamnmer

Tradition: Faith*

Rank: Novice

Castings: 1, you must have a free hand.

Duration: 1 minute

Deity: Dwarven gods, gods of creation, any faith of ancestral worship

The ancestors reward your prayer by producing a heavy, golden hammer in your free hand. When the hammer appears, you can attack with it as part of the casting of this spell. The hammer counts as an off-hand melee weapon that deals 3d6 damage and has the Bludgeoning and Thrown 5 traits. If you throw the hammer, it reappears in your free hand at the start of your next turn or at your feet if you have no hands free. This spell ends early if you become frightened.

2026/01/19 18:13 · 0 Comments

Curse of the Ancestors

Curse of the Ancestors

Tradition: Faith*

Rank: Novice

Castings: 1

Duration: Instantaneous

Deity: any faith of ancestral worship

You level your finger and bestow the weighty curse of your ancestors upon the target’s head. The target becomes cursed and vulnerable (luck ends both).

2026/01/19 18:13 · 0 Comments

Gong of Grudges

Gong of Grudges

Tradition: Faith*

Rank: Novice

Castings: 1, You must have a gong (musical instrument)

Duration: See the effect

Deity: any faith of ancestral worship

You bang the gong and choose one descriptor (Secrets, page 96). Each target makes a Will roll; each target with the descriptor you named rolls with 1 bane. On a failure, the enemy becomes vulnerable (luck ends).

2026/01/19 18:13 · 0 Comments

Storm of Holy Weapons

Storm of Holy Weapons

Tradition: Faith*

Rank: Novice

Castings: 1

Duration: Instantaneous

Shining weapons associated with your god appear in the air all around the target and sweep down to strike your foe. The target takes 2d6 damage and makes an Agility roll; on a failure, the target takes an extra 2d6 damage.

2026/01/19 18:13 · 0 Comments

Watchful Spirit

Watchful Spirit

Tradition: Faith*

Rank: Novice

Castings: 1

Duration: 1 minute (see the effect)

Faith: any ancestral worship

You call out to your ancestors to gain their protection. A ghostly spirit of a near ancestor takes shape in the target space. The spirit moves with you to stay within 1 yard of you. It imposes 1 bane on rolls against your Defense, Strength, and Agility, and grants you 1 boon on Strength and Agility rolls to resist harm. When you take damage, you can use a reaction to end this spell early and reduce the damage you take by half.

2026/01/19 18:13 · 0 Comments

Doom of Dishonor

Doom of Dishonor

Tradition: Faith*

Rank: Novice

Castings: 1

Duration: Instantaneous

Deity: Any ancestral worship or gods associated with law, order, or honor

You call on your faith to lay waste to your treacherous foes. Each enemy in the target space with a Health score of 20 or less takes damage equal to its Health score and dies. Each target with a Health score greater than 20 takes 5d6 damage and becomes cursed and frightened of you (luck ends both). Each time a cursed target fails a luck roll, it takes 5d6 damage.

2026/01/19 18:13 · 0 Comments

Concluder's Reward

Concluder's Reward

Tradition: Faith*

Rank: Novice

Castings: 1

Duration: 1 minute

Deity: Any god of death

Shadows spill from your body and swirl around you. They impose 1 bane on rolls to attack you by creatures lacking a vision trait such as Keen Vision or Dark Vision.

When you cast the spell, each enemy within 1 yard of you takes 1d6 damage. Then, once per round for the duration, whenever a creature within 10 yards of you becomes incapacitated or dies, you heal 1d6 damage.

2026/01/19 18:13 · 0 Comments

Turn Dead

Turn Dead

Tradition: Faith*

Rank: Novice

Castings: 3

Duration: Instantaneous

You call on your god to remove affronts from your presence. Each undead in the target space takes 3d6 damage. Each other enemy in the space makes a Will roll; on a failure, that enemy takes 3d6 damage.

2026/01/19 18:13 · 0 Comments

Dirge of the Damned

Dirge of the Damned

Tradition: Faith*

Rank: Novice

Castings: 1

Duration: 10 minutes (but see effect)

You raise your voice to sing of the fallen. Each creature in the target space other than you is vulnerable for as long as they remain in it. Creatures immune to the frightened affliction ignore this effect. The effect ends early if you use your voice for any other purpose.

2026/01/19 18:13 · 0 Comments

Grave Grasp

Grave Grasp

Tradition: Faith*

Rank: Novice

Castings: 1

Duration: 1 minute

Deity: any associated with death

Pale hands reach up from the target ground to grab and snatch at your enemies. The target ground becomes challenging terrain for the duration.

When you cast the spell, and again at the start of each of your turns, each enemy on the target ground makes an Agility roll. A slowed creature makes the roll with 1 bane; a held creature fails automatically. On a failure, the creature takes 2d6 damage and becomes held until it overcomes the effect with a successful Strength roll.

2026/01/17 21:56 · 0 Comments

Inevitability of Death

Inevitability of Death

Tradition: Faith*

Rank: Novice

Castings: 1, reaction when a creature within 10 yards is harmed

Duration: Instantaneous

Deity: Any associated with death

You magnify the target’s suffering to make manifest its imminent demise. The target becomes cursed (luck ends). The target takes 1d6 damage each time it fails a luck roll to end this affliction.

2026/01/19 18:13 · 0 Comments

Stygian Bolt

Stygian Bolt

Tradition: Faith*

Rank: Novice

Castings: 3

Duration: Instantaneous

Deity: Any god associated with death or any evil god

You gather in your hands the black waters from the Underworld and shape them into a missile that you fling from your hand. Make a Will roll with 1 boon against the target’s Defense. On a success, the target takes 2d6 damage and becomes cursed (luck ends). While cursed in this way, the target’s Intellect score becomes 5 (if it is higher than 5). On a critical success, the cursed affliction lasts 1 hour.

2026/01/19 18:13 · 0 Comments

Expert Spells

Condemnation

Condemnation

Tradition: Faith*

Rank: Expert

Castings: 1

Duration: Instantaneous

Your deity's voice edges out your own as you blight targets with your condemnation. Each target becomes cursed (luck ends). Each time the target gets a failure on a luck roll, they gain another affliction in the order presented below. These additional afflictions last as long as the target remains cursed.

* Impaired in an attribute of your choice * Vulnerable * Weakened * Confused * Prone and cannot stand * Stunned

2026/01/19 18:13 · 0 Comments

Gates of Paradise

Gates of Paradise

Tradition: Faith*

Rank: Expert

Castings: 1

Duration: 1 round

Deity: Any good-aligned

A golden archway appears inside the target space and emits bright light. Any creature that moves into the target space heals 6d6 damage and teleports to an empty space of their choice within 10 yards of it. Any demon, faerie, fiend, spirit, or undead that moves into the target space takes 3d6 damage and makes a Strength roll; On a failure, the creature takes an extra 6d6 damage, falls prone, and becomes frightened of you (luck ends).

2026/01/19 18:13 · 0 Comments

Holy War

Holy War

Tradition: Faith*

Rank: Expert

Castings: 1, reaction when you attack

Duration: 1 minute

Your deity supports your holy purpose in destroying these foes. Each target becomes vulnerable. Once per round for each target, when they take damage, they take an extra 2d6 damage and become frightened of you until the end of your next turn.

2026/01/19 18:13 · 0 Comments

Sword of the Seraphs

Sword of the Seraphs

Tradition: Faith*

Rank: Expert

Castings: 1

Duration: Instantaneous

Fiery swords appear before each target, strike the target, then disappear. For each target, make a separate Will roll with 2 boons against its Defense. On a success, the target takes 6d6 damage and catches fire (luck ends). On a critical success, the target takes an extra 4d6 damage. If you get a failure on each roll, you instead heal 4d6 damage.

2026/01/19 18:13 · 0 Comments

Fury of the Ancestors

Fury of the Ancestors

Tradition: Faith*

Rank: Expert

Castings: 3

Duration: 1 minute

Deity: Any ancestral worship

The strength of your ancestors flows into you, filling you with rage. Make a melee attack against the target enemy; you roll with 3 boons, and the attack deals an extra 3d6 damage. Then, until the spell ends, you make all rolls to attack with 1 boon, and you increase your supply of Bonus Damage by one die.

2026/01/19 18:13 · 0 Comments

Forge of the Gods

Forge of the Gods

Tradition: Faith*

Rank: Expert

Castings: 1

Duration: 1 minute

Deity: Any gods of forge or creation

A blazing fire erupts in the target space, sapping vigor from your foes. The fire emits bright light. Whenever an enemy starts its turn within 5 yards of the target space, the enemy makes a Strength roll. On a failure, the enemy takes 2d6 damage and becomes slowed and weakened until the start of its next turn.

2026/01/19 18:13 · 0 Comments

Might of your Ancestors

Might of your Ancestors

Tradition: Faith*

Rank: Expert

Castings: 1

Duration: 1 hour

Deity: Any ancestral worship

You, along with everything you wear and carry, grow larger. Increase your Size to 3 and triple your weight. You grant 1 boon on rolls against your Defense, but you make Strength rolls with 1 boon and impose 1 bane on rolls against your Strength. Your Health increases by 30, and your melee and thrown weapon attacks deal an extra 1d6 damage. Finally, whenever you get a critical success on a roll to attack, the target takes an extra 2d6 damage, moves 1d6 yards away from you, and falls prone.

2026/01/19 18:13 · 0 Comments

Spirit Charge

Spirit Charge

Tradition: Faith*

Rank: Expert

Castings: 1

Duration: See the effect

Deity: Any that have a tradition of warriors in the afterlife

Green fog rolls into the target space to fill it with light obscurement for 1 minute or until dispersed by wind. When you cast the spell, spectral forms of dead warriors—one for each foe in the target space—appear in the mist and attack your enemies. For each enemy in the target space, make a Will roll with 1 boon against the enemy’s Defense. On a success, the enemy takes 6d6 damage and becomes frightened of you (luck ends). After the dead warriors all make their attack, they disappear.

2026/01/19 18:13 · 0 Comments

Spirit Shape

Spirit Shape

Tradition: Faith*

Rank: Expert

Castings: 3

Duration: 1 minute

You gain the Insubstantial and Strider traits for the duration.

2026/01/19 18:13 · 0 Comments

Grave marker

Grave marker

Tradition: Faith*

Rank: Expert

Castings: 1

Duration: 1 minute

Deity: Any death-related god

A stone monument erupts from the ground in the target space. The monument bears the target creature’s name or likeness. While the target creature is within 10 yards of the monument, it is vulnerable and weakened and, once per round, it takes an extra 2d6 damage when it takes damage.

2026/01/19 18:13 · 0 Comments

Open Casket

Open Casket

Tradition: Faith*

Rank: Expert

Castings: 1

Duration: Special (see the effect)

You summon an ornate casket to appear inside an empty Size 1 space within reach. The casket’s door swings open. The target creature becomes weakened (luck ends). Each enemy within 10 yards of the casket when it appears makes a Will roll; on a failure, the enemy becomes frightened of you (luck ends).

Deity: Any god of death

Each time the target fails a luck roll to end the affliction, the casket pulls it 1d6 yards closer. If the target enters the casket’s space, the target loses all its remaining Health, the casket lid slams shut, and the whole thing disappears. The casket also disappears when the target ends the affliction.

2026/01/19 18:13 · 0 Comments

Vorpal Scythe

Vorpal Scythe

Tradition: Faith*

Rank: Expert

Castings: 3

Duration: 1 round

Deities: Any Death-related deity or one associated with scythes.

A curved blue-white blade appears in the target space. You gesture and send the blade spinning at up to five creatures or objects within 20 yards. For each target separately, make a Will roll with 1 boon against its Defense. On a success, the target takes 6d6 damage; on a critical success, it takes an extra 3d6 damage. If you get no successes, you regain the casting of this spell.

2026/01/19 18:13 · 0 Comments

Master Spells

Behold! The Red Comet!

Behold! The Red Comet!

Tradition: Faith*

Rank: Master

Castings: 1

Duration: Instantaneous

A giant ball of fire appears in the air and streaks toward the center of the target space. When it reaches that space or encounters a solid obstacle before then, it explodes to fill the space with holy fire. Each creature in the area takes 15d6 damage and becomes cursed (luck ends). While cursed in this way, the creature is also vulnerable and weakened.

After you cast this spell, make a Strength roll with 3 banes. On a failure, you become vulnerable and weakened (luck ends both).

2026/01/19 18:13 · 0 Comments

Call Seraph

Call Seraph

Tradition: Faith*

Rank: Master

Castings: 1

Duration: 1 hour (or see effect)

Deity: Any good aligned

A brilliant light shines in the target space and winks out. In its place, there stands a seraph. The seraph becomes your controlled companion. The effect ends early if it becomes incapacitated. The Sage has rules for this creature (Secrets, page 263).

2026/01/19 18:13 · 0 Comments

Behold the Countenance

Behold the Countenance

Tradition: Faith*

Rank: Master

Castings: 1

Duration: Instantaneous

The countenance of your god appears in the target space and vanishes. Each creature other than you with line of sight to this space becomes confused and cursed for 24 hours. Each creature that becomes cursed in this way makes a Will roll with 3 banes. On a failure, the creature also becomes stunned (luck ends).

After you cast this spell, make a Will roll with 3 banes. On a failure, you become stunned (luck ends).

2026/01/19 18:13 · 0 Comments

Form of the Seraphim

Form of the Seraphim

Tradition: Faith*

Rank: Master

Castings: 1

Duration: 1 hour (or see effect)

The spirit of your god suffuses you. You, along with everything you wear and carry, transform into a humanoid-shaped being made from holy light. You remain in this form for the duration, but the spell ends early if you become incapacitated. I

n this form, your voice carries 100 yards when you whisper, 1 mile when you speak, and 10 miles when you shout. You apply the following changes to your rules also. When the spell ends, you heal 10d6 damage.

Defense: 20, Health: 80

Attributes: Strength 14 (+4), Agility 14 (+4)

Size: 1, Speed: 8 (Fly, Hover, Insubstantial)

Senses: True Vision

Languages: Tongues

Holy Fire (Magical): You can use an action to release beams of holy fire from the palms of your hands. Target one or two creatures within 100 yards. For each target, make a separate Will roll with 3 boons against the target’s Agility. On a success, the target takes 10d6 damage. On a critical success, the target takes an extra 5d6 damage. A demon, faerie, fiend, spirit, or undead takes an extra 5d6 damage and becomes blinded (luck ends) on a critical success.

2026/01/19 18:13 · 0 Comments

Ancestor Hero

Ancestor Hero

Tradition: Faith*

Rank: Master

Castings: 1

Duration: 1 hour

Deity: Any ancestral worship

Thick green fog fills the target space, then clears to reveal the spirit of one of your ancestors. The spirit was once a great hero of your ancestry; you decide what it looks like. The ancestor hero becomes your controlled companion. The effect ends early if it becomes incapacitated. Rules for the ancestor spirit appear below.

ANCESTOR HERO

Defense: 22, Health: 80

Strength: 13 (+3), Agility: 13 (+3) Intellect: 12 (+2), Will: 16 (+6)

Size: 1, Speed: 8 (Fly, Hover, Insubstantial, Silent, Slippery)

Languages: Understands its summoner’s languages

Senses: True Vision

Immune: Asleep, blinded, confused, deafened, frightened, held, on fire, poisoned, prone, slowed, stunned; deprivation, exposure, infection, suffocation

Fount of Inspiration: The ancestor spirit grants allies within 10 yards 1 boon on all attribute rolls and immunity to the confused and frightened afflictions for as long as they remain within this distance.

ACTIONS Melee Attack—Spectral Weapon: Strength (+3) with 2 boons (6d6)

Sap Vitality: A flesh-and-blood target becomes vulnerable and weakened until the end of its next turn.

Two Attacks: The ancestor hero makes two Spectral Weapon attacks.

2026/01/19 18:13 · 0 Comments

Glory in Death

Glory in Death

Tradition: Faith*

Rank: Master

Castings: 1

Duration: 1 minute

Deity: Any ancestral worship

From the spirit world come howling spirits into the target space, bringing with them eerie green fog that heavily obscures the space. When you cast this spell, and again at the start of each of your turns, the spirits cause each enemy in the space to lose 3d6 Health and make a Strength roll with 1 bane. On a failure, the enemy loses an extra 3d6 Health, becomes frightened of you, and is weakened until the start of your next turn. You can use an action to move the spirits to a different Size 10 space within 20 yards.

2026/01/19 18:13 · 0 Comments

Litany of Grudges

Litany of Grudges

Tradition: Faith*

Rank: Master

Castings: 1

Duration: 1 minute

Deity: Any gods or faith associated with vengeance or ancestral worship

As part of the casting of this spell, make an attack that deals an extra 3d6 damage. While you attack, and for as long as you choose up to the spell’s duration, you chant all the wrongs done to you and yours. Rather than despair, though, you and your allies that can hear you feel emboldened, driven to exact vengeance against your enemies. You impose 1 bane on rolls against your Defense and attributes, make attribute rolls with 1 boon, and increase your supply of Bonus Damage dice by 2d6; each affected ally enjoys the same benefits.

2026/01/19 18:13 · 0 Comments

Certainty of Death

Certainty of Death

Tradition: Faith*

Rank: Master

Castings: 1

Duration: Instantaneous

Deities: Any death-related deity

Darkness spills from your eyes, and in the gloom the target sees its end. The target takes 4d6 damage and makes a Will roll with 1 bane. On a failure, the target becomes cursed and frightened of you (luck ends both). While cursed in this way, the target must, at the start of each of its turns, make a Will roll. On a failure, the target becomes stunned until the start of its next turn.

2026/01/19 18:13 · 0 Comments

Death Comes A-Knocking

Death Comes A-Knocking

Tradition: Faith*

Rank: Master

Castings: 1

Duration: 1 minute

Deities: Anything related to Death

A shadowy hand appears in the target space. When you cast the spell, and once per round when you take a turn, the hand makes a knocking gesture that creates a booming noise throughout a Size 10 space containing the target space. Each enemy in the space containing the noise takes 2d6 damage and makes a Strength roll. On a failure, the enemy takes an extra 1d6 damage and becomes confused and deafened until the end of its next turn.

On your turn, you can expend movement to move the hand. For each yard of movement expended, you move the hand 1 yard in any direction.

2026/01/19 18:13 · 0 Comments

Die the Death

Die the Death

Tradition: Faith*

Rank: Master

Castings: 1

Duration: Instantaneous

Deities: Any death-related deity.

Your finger turns black as you level it at the target. The target takes 50 damage. If the target becomes incapacitated, it dies and cannot be restored to life by any means short of divine intervention.

2026/01/19 18:13 · 0 Comments

Dislodge Soul

Dislodge Soul

Tradition: Faith*

Rank: Master

Castings: 1

Duration: Special (see the effect)

You conjure up the soul of someone friendly to you to take the place of the target’s soul. If the target has a Health score of 80 or less, it makes a Will roll with 1 bane. On a failure, you control the target until it becomes incapacitated or you cast this spell again; the target’s soul vanishes until this spell ends. On a success, you regain one expended casting of a spell you have learned.

Targets with a Health score above 80 instead make a Will roll with 1 bane. On a failure, the target becomes confused (luck ends). On a critical failure, the target instead becomes stunned (luck ends).

2026/01/19 18:13 · 0 Comments