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.
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.
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).
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.
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.
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.
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.
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.
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).
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).
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.
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.
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.
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.
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.
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.
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.
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.
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.
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
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).
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.
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.
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.
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.
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.
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.
Spirit Shape
Tradition: Faith*
Rank: Expert
Castings: 3
Duration: 1 minute
You gain the Insubstantial and Strider traits for the duration.
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.
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.
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.
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).
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).
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).
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.
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.
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.
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.
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.
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.
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.
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).