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Deep Magic: Spells of the Saints, Part 4

Deep Magic: Spells of the Saints, Part 4

Cleric of Ptah

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.


8th-Level Enchantment | Cleric
Casting Time: 1 action
Range: Touch
Components: V, S, M (an object worth at least 100 gp)
Duration: Permanent

This potent spell dates back to an old tale where Loki tricked a group of dwarves into taking a ring of cursed gold. The spell is meant to be known only to high-ranking priests of Loki, but priests of other evil and avaricious gods have their own versions.

You imbue the material component with a powerful curse that causes those who grasp it to be overcome with a foul, dark greed. The first creature to touch this object (other than you and those you specify at the time of casting) must succeed at a Wisdom saving throw or become cursed. If the creature willingly takes the object, they make the saving throw with disadvantage.

While cursed, the creature is driven by an unshakable desire to accumulate and hoard wealth. When presented with any object or item worth more than 1 gp, the creature immediately seeks to possess it, using whatever means at their disposal. Typically, the cursed creature attempts to steal the object and flee, but they resort to violence or other nefarious methods when this is not possible. The creature also refuses to part with any wealth they have acquired. They either try to escape by the most convenient means or fight anyone attempting to take their treasure.

Only one creature can be affected by the cursed object, and once the curse takes effect, the item returns to normal. The curse is permanent, but can be removed with greater restoration or remove curse.


3rd-Level Enchantment | Cleric, Paladin
Casting Time:
1 action
Range: 30 ft.
Components: V, S, M (a miniature sword and a sprinkling of holy water)
Duration: Concentration, up to 1 minute

A sacred blessing normally bestowed on the weapons of the faithful before they proceed into battle, this spell causes up to six melee weapons within range to be infused with divine power. The weapons deal an extra 1d6 necrotic or 1d6 radiant damage per hit (you choose which when you cast the spell) and are treated as magical weapons if they were not so already.

At Higher Levels. When casting this spell using a spell slot of 4th level or higher, you can target one additional weapon for each slot level above 3rd.


5th-Level Necromancy | Cleric, Warlock, Wizard
Casting Time: 1 action
Range: 120 ft.
Components: V, S, M (a ruby worth 500 gp and a piece of rope made from the hair of a vampire)
Duration: Concentration, up to 1 minute

You create a magical tether of misty red light that snakes out toward the closest target and loops around them. The creature must then make a Constitution saving throw or be affected by the spell. If this creature succeeds, you can use a bonus action to cause the tether to seek another target within range. If the tether fails to latch onto a target, it dissolves in a burst of crimson light.

The tether creates a necromantic connection between you and the target, dealing 2d6 points of necrotic damage each round, which you can choose to absorb as temporary hit points. If the creature tethered by the spell moves out of range or uses magic to move out of the area (such as by teleporting or traveling to another plane), the link is severed, and you may establish a link with another creature.

The tether is not a physical entity and cannot be attacked. However, it can be destroyed by a remove curse, and a successful dispel magic removes it. The tether ignores most barriers (including most magical ones) but cannot pass through a prismatic wall or wall of force.

Temporary hit points gained from this spell disappear after 1 hour.


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