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Deep Magic: Spells of the Saints, Part 2

Deep Magic: Spells of the Saints, Part 2

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.

BITING ARMOR

Conjuration Cantrip | Cleric, Druid
Casting Time: 1 action
Range: 60 ft.
Components: V, S
Duration: Concentration, up to 1 minute

A cantrip created by a saint associated with a deity of cannibalism and hunger, biting armor causes a fanged mouth to appear on a piece of worn armor or clothing. The target is bitten and must succeed on a Constitution saving throw or take 1d3 piercing damage. The mouth continues biting for the duration, and the target must continue making the saving throw each round while wearing the armor or clothing. On a failed save, the target also has disadvantage on ability checks and attack rolls until the end of their turn. The cantrip has no effect on a suit of magical armor or magical clothing, such as a cloak of protection, nor does it affect creatures not wearing armor or clothing. This spell’s damage increases to 1d6 when you reach 5th level, 1d10 when you reach 11th level, and 2d6 when you reach 17th level.

CRY OF THE DRAGON GOD

5th-Level Evocation | Cleric
Casting Time: 1 action
Range: Self (30-ft. cone)
Components: V, S, M (a tiny statuette of a dragon worth at least 50 gp)
Duration: Instantaneous (1 round)

A powerful prayer gifted to the saint of an ancient dragon god, this spell allows you to unleash the fury of a wyrm in the form of a devastating roar. Creatures in the area must make a Dexterity saving throw, taking 10d8 thunder damage and being pushed to the edge of the cone on a failed save or half as much damage and no additional effects on a successful one. A creature within 10 feet of you would therefore be pushed back 20 feet while a creature within 25 feet would be pushed back 5 feet. In addition, a creature takes 1d6 damage for every 10 feet it is pushed back if it strikes a solid surface such as a wall or another creature during its movement.

When you cast this spell, the phantasmal image of a dragon briefly appears above your head. This terrifying visage grants you advantage on Charisma (Intimidate) checks until the end of your next turn.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 7th.

HALO OF BLOOD AND TEARS

4th-Level Necromancy | Cleric
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 1 minute

A spell born from the teachings of a martyred saint, this prayer causes a halo of glowing, bloody tears to appear over your head, around your waist, or around one of your arms. Droplets constantly fall from the halo, striking the ground, where they vanish in a misty explosion.

While affected by this spell, you can transfer damage you take into healing or spell energy. Whenever you take damage while affected by this spell, you can choose to add half of the damage you take as a bonus to any healing spell you cast on your next turn. Therefore, if you were to take 24 damage, you could add 12 hit points of healing to your next healing spell.

Alternatively, you can use the damage you take to regain an expanded spell slot as a bonus action, regaining a 1st-level slot if you take at least 10 points of damage, a 2nd-level slot if you take at least 20 points of damage, and so on. You cannot regain multiple spell slots at once with this spell nor can you regain a spell slot and empower a healing spell on the same turn.

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