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Deep Magic: Spells of the Saints, Part 5

Deep Magic: Spells of the Saints, Part 5

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.

ASTHENIA

4th-Level Necromancy | Cleric
Casting Time: 1 action
Range: 60 feet (20-foot sphere)
Components: V, S, M (a vial of sweat)
Duration: Concentration, up to 1 minute.

This spell causes up to six creatures of your choice in a 20-foot-radius sphere within range to suffer debilitating weakness as their physical strength is sapped by a burst of necrotic vapors. Affected creatures deal half damage on all melee attacks using Strength and have disadvantage on Strength checks and Strength saving throws.

A successful Constitution saving throw equal to your spellcasting DC negates 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. Constructs and undead are immune to the effects of this spell.

RITE OF THE COLOSSUS

8th-Level Conjuration | Cleric

Casting Time: 10 minutes
Range:  60 feet (120-foot cube)
Components: V, S, M (a 5,000 gp sapphire that acts as the colossus’s focus)
Duration: 8 hours

This powerful spell summons forth a celestial construct to guard an area as large as 120 feet to a side. The guardian takes the form of a towering humanoid figure constructed out of shimmering magical force, adorned with an image of your holy symbol. The guardian has the same statistics as a stone golem but is immune to force and radiant damage. It gains the following ability instead of the slow ability of a regular stone golem.

Holy Bolt (Recharge 5–6): The golem unleashes a bolt of divine energy at a target within 60 feet. The target must make a Dexterity saving throw equal to your spellcasting DC. On a failure, the target takes 5d6 radiant damage and 5d6 force damage. On a success, the target takes half damage.

You can order the colossus to attack or take other actions as a bonus action on each of your turns. Otherwise, it defends itself and its bound location from all creatures other than those you designate at the time of casting. If no enemies are within sight, it stands silently in the center of the bound area.

The colossus cannot move beyond the location to which it is bound but can attack foes that lie outside the area with its Holy Bolt ability. If a force moves the colossus beyond its bound area, it immediately dissipates, and the spell ends. If the colossus is destroyed, the sapphire used as its focus shatters and a new gem must be acquired to cast the spell again.

WALL OF SHIELDS

3rd-Level Conjuration | Cleric, Paladin

Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a tiny replica shield worth 1 gp)
Duration: Concentration, up to 1 minute

When you cast this spell, you cause a wall of interlocking tower shields to spring up at a point within range. The wall is 2 inches thick and composed of up to ten 5-foot by 5-foot shields. The shields can be arranged in whatever formation you wish as long as each shield is contiguous. If the wall is used as a ramp or bridge, it can support a maximum of 1,500 pounds of weight before collapsing. In addition, you can cause your holy symbol to appear emblazoned upon each of the shields; otherwise, they are plain. A shield emblazoned with your holy symbol functions as a standard holy symbol for all purposes related to such objects.

A creature hiding behind the wall is treated as having full cover. Unlike a wall of force or wall of stone, a creature can move through a wall of shields by succeeding on a Strength saving throw equal to your spellcasting DC. This does not destroy the wall, which reforms behind the creature. Each shield has AC 12 and 30 hit points. Reducing a shield to 0 hit points destroys it but does not destroy surrounding shields unless they are no longer contiguous.

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