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Deep Magic: Spells of the Saints, Part 3

Deep Magic: Spells of the Saints, Part 3

The following spells are the creations of saints, apostles, and other important religious figures that have spread throughout their faith. Most of these 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.

BURY THE DEAD

3rd-Level Abjuration | Cleric, Paladin
Casting Time: 1 action
Range: 60 ft.
Components: V, S, M (a pinch of grave dirt or dust from a coffin)
Duration: Concentration, up to 1 minute

You point at a corporeal undead creature (such as a mummy or ghoul) within range. The undead must be standing on an area of earth or stone large enough to incorporate its entire body and be at least 6-feet deep, or the spell instantly fails.

If the area of ground is big enough to support it, the undead must succeed at a Wisdom saving throw or be dragged six feet under the surface, where it is incapacitated until the spell ends. It then appears back on the surface. If you maintain concentration on the spell for the entire duration, the undead remains permanently trapped below ground until it can be freed by another creature.

An undead creature that succeeds on its saving throw is merely restrained until the end of its next turn.

EXPEL PROFANITY

1st-Level Enchantment | Cleric
Casting Time: 1 action
Range: 60 ft.
Components: V, S, M (a strip of sacred cloth formed into a loop)
Duration: 1 minute

This odd little spell prevents a creature from speaking ill of your deity or faith, causing them to choke and cough whenever they attempt to do so for the spell’s duration. During that time, they cannot say anything hateful or negative about your deity or faith, though they can still write and otherwise act normally.

If the affected creature attempts to cast a spell on you, another member of your faith, or a place dedicated to your deity, they must first succeed on a DC 15 Concentration check or the spell fails as it splutters miserably on its words. Spells without a verbal component are unaffected.

The target gains a Wisdom saving throw to negate the spell’s effect, but if they fail the initial saving throw, they are affected for the spell’s full duration. If this spell is cast in a location sacred to your deity, such as a temple or shrine, the target has disadvantage on their saving throw.

HEAVEN’S SPEAR

7th-Level Evocation | Cleric
Casting Time: 1 action
Range: 150 ft. (30 ft.)
Components: V, S, M (a tiny replica spear fashioned out of solid gold worth 250 gp)
Duration: Instantaneous

You hurl a spear of radiant light toward a target within range. Make a ranged spell attack against the target. On a hit, the target takes 5d8 magical piercing damage.

Regardless of whether the spear hits the initial target, it then explodes in a wave of holy light in a 30-foot radius from the point of impact, dealing 12d6 radiant damage to all creatures in the area. A successful Dexterity saving throw reduces the damage by half. Undead and creatures affected by sunlight have disadvantage on the saving throw.

At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the piercing damage increases by 1d8 and the radiant damage increases by 1d6 for each slot level above 7th.

VENOMOUS THOUGHTS

3rd-Level Necromancy | Bard, Cleric, Druid
Casting Time: 1 action
Range: Self
Components: V, S, M (the tongue of an asp)
Duration: 1 hour

This spell harms creatures using detect thoughts, telepathy, or other means to probe your mind. If a creature attempts to use one of these mind-probing spells or abilities while venomous thoughts is active, the attempt works normally. However, the creature must succeed at an Intelligence saving throw or be affected by a virulent magical poison that deals 4d10 poison damage. A successful saving throw halves the damage, but the creature must repeat the saving throw every time they try to establish a connection or for every round they maintain contact with you during the spell’s duration.

Medicine checks and vials of antitoxin do not help the creature on their saving throws against this poison, though spells like protection from poison have their normal effects.

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