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Deep Magic: Spells of the Saints, Part 1

Deep Magic: Spells of the Saints, Part 1

It’s common knowledge that clerics and paladins receive their powers from deities or other divine sources, whether physical beings or more obscure metaphorical entities. Yet most are unaware that those same clerics and paladins create many of the prayers used to summon forth their god’s divine energy. Indeed, different faiths utilize different prayers to enact the same spells, and one cleric’s bless spell need not be the same as another’s. Moreover, while rare, it is not unheard of for completely new prayers and rituals to appear in the hands of the faithful, whether they be the result of magical research or intense acts of devotion.  

The following spells are the creations of saints, apostles, and other important religious figures that have spread throughout their faith. Most of the spells can only be used by clerics, but a few can be used by paladins, rangers, druids, and even bards. Only a handful of the spells are available to sorcerers, warlocks, or wizards.


5th-Level Enchantment | Bard, Cleric
Casting Time: 1 action
Range: 90 ft. (30 ft.)
Components: V, S, M (a small bone)
Duration: 1 minute

This spell causes up to eight creatures of your choice in a 30-foot-radius sphere within range to stop whatever they’re doing and begin bickering and arguing about a subject appropriate to the creatures involved. Therefore, a group of clerics might start arguing about religion while a group of orcs might argue about who has the best sword. The argument prevents affected creatures from taking any actions during their turn. The affected creatures must share a common language. Otherwise, the spell fails, and any attack upon one of the creatures also causes the spell to end.

A creature can make a Wisdom saving throw to negate the spell’s effects, and an affected creature can make a new saving throw against the spell at the end of its turn to end the effect. If a creature has no one left to argue with, it automatically succeeds on its saving throw.


6th-Level Abjuration | Cleric
Casting Time: 1 action
Range: 60 ft. (20 ft.)
Components: V, S, M (100 gp worth of diamond dust, which the spell consumes)
Duration: Instantaneous

You fill a 20-foot-radius area within range with a cloud of glorious, glowing golden feathers. Allies touched by the feathers regain 4d6 hit points. This also ends any charmed or frightened conditions.

Other creatures touched by the angelic feathers must succeed on a Wisdom saving throw, taking 4d6 radiant damage and being blinded until the end of their next turn on a failure or half as much damage and no additional effects on a success.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the healing and damage the spell inflicts both increase by 1d6 for each slot level above 6th.


9th-Level Conjuration | Cleric
Casting Time: 1 minute
Range: 60 ft.
Components: V, S, M (a 5,000-gp diamond and the feather of an angel)
Duration: Concentration, up to 1 hour

Upon casting this powerful spell, you summon 1d4 devas to aid you in battle. The devas appear in a flash of golden lightning in an unoccupied space within range and disappear once they are reduced to 0 hit points or the spell ends.

The devas are friendly toward you and your companions for the duration. Roll initiative for the creatures, which have their own turns. They obey any verbal commands that you issue to them (no action required by you) as long as the commands don’t violate their alignment. If you don’t issue any commands to the devas, they defend themselves from hostile creatures but otherwise take no actions.

If you lose concentration on the spell, the spell does not end. Instead, you lose control over the devas, and they may become hostile to you depending on your alignment. A deva may choose to aid you if it deems your cause to be just, though in this circumstance it takes whatever actions it considers as appropriate for its alignment. An uncontrolled creature cannot be dismissed by you and departs 1 hour after you first summoned it.


6th-Level Necromancy | Cleric
Casting Time: 1 action
Range: Self (60-foot cone)
Components: V, S, M (a withered bone)
Duration: Instantaneous (1 hour)

You unleash a wave of putrefying necrotic energy in a 60-foot cone. All creatures in the area must make a Constitution saving throw. On a failed save, they take 8d6 necrotic damage and cannot regain hit points from natural or magical healing for 1 hour. On a successful save, they take half as much damage and suffer no additional effects.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th.

6 thoughts on “Deep Magic: Spells of the Saints, Part 1”

    1. Phillip Larwood

      I assume you mean casting time? ;-) Nevertheless, good catch. The casting time should definitely be 1 action.

  1. Is the Deep Magic book still available somewhere in PDF format? I can’t find it anywhere on this site…

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