A tradition born from the faith of believers, Theurgy magic captures the essence of the divine and uses it to work miracles in the world.
Theurgy spells can bolster and aid others, filling them with the spirit of the divine so they can accomplish their objectives, and it can also smite the enemies of the gods, shattering their defenses with the full weight of divine displeasure.
Create Holy Symbol
Duration 1 minute; see the effect
A gleaming holy symbol appears in your hand and remains for the duration or until you drop it. The holy symbol grants 1 boon on your attack rolls with Theurgy spells.
Denounce
Target One creature within short range that can see and hear you
You present your holy symbol at the target. Make a Will attack roll against the target’s Will. On a success, the target becomes frightened for 1 round.
Attack Roll 20+ The target also falls prone.
Righteous Smite
You call upon your god to guide your attack. Make an attack with a weapon you are wielding. You can substitute Will for the attribute you would normally use. On a success, the attack deals 1d6 extra damage. On a failure, you expend an additional casting of this spell. If you have no castings of this spell remaining, you must get a success on a Will challenge roll or gain 1 Insanity.
Attack Roll 20+ You make attack rolls with 1 boon for 1 round.
Triumph of Faith
Duration 1 minute
You take refuge in your faith. For the duration, whenever you would gain an affliction, you can use a triggered action to make a Will challenge roll. On a success, you do not gain the affliction.
Blessing
Target Any number of creatures you can reach
Duration 1 minute
You touch each target and bestow your blessing. For the duration, the target makes attack rolls and challenge rolls with 1 boon and cannot be frightened.
Censure
Area A sphere with a 5-yard radius centered on a point you can reach
You present your holy symbol, a bit of scripture, or some other physical representation of your faith and release a wave of holy power that spreads through the area. Each demon, devil, faerie, spirit, and undead in the area must make a Will challenge roll. On a failure, it becomes frightened for 1 minute.
Hallowed Ground
Area A hemisphere with a 3-yard radius centered on a point on the ground within short range
Duration Concentration, up to 1 minute; see the effect
A transparent, immobile dome shimmers into existence for the duration. Nothing outside the dome can pass through it, and the area within the dome is excluded from the areas of spell effects. Creatures and objects inside the dome are hidden from everyone outside it except you. A creature inside the dome can freely leave, but once it does so it cannot reenter. The effect ends immediately if a creature inside the dome makes an attack.
Mantle of Holiness
Duration 1 minute
You display some sign of divine favor, such as a tongue of fire burning above your brow or a nimbus of light shining from your body. For the duration, you make attack rolls with 1 boon, or with 2 boons against targets that have Corruption scores of 1 or higher. In addition, you impose 1 bane on attack rolls made against you by demons, devils, faeries, spirits, or undead.
At any time, you can use a triggered action to end this spell early and heal damage equal to half your healing rate.
Omen
Area A cube of space, 1 yard on a side, originating from a point you can see within medium range
Duration Concentration, up to 1 minute
A sign of your faith appears inside the area and remains for the duration. Each creature you choose that can see the sign and is within short range of the area makes attack rolls and challenge rolls with 2 boons, cannot gain Insanity, and becomes immune to the charmed and frightened afflictions for as long as it remains within range.
Aftereffect Make a Strength challenge roll. On a failure, you become fatigued for 1 minute.
Divine Shield
Duration End of the round
A beam of golden light shines down on you for the duration, shedding light in a 5-yard radius centered on a point in your space. While illuminated by the beam, you are immune to damage from all sources and you cannot gain afflictions, though you still suffer from any afflictions you had before you cast the spell. When the spell ends, you heal damage equal to your healing rate.
Triggered When a creature attacks you, you can use a triggered action to cast this spell. You reduce the damage from the attack to 0, and you ignore any afflictions you would have gained from it. The spell then ends.
God Hammer
Target A point in space within medium range
Duration 1 minute
A glowing golden hammer appears at the target and hovers there. For the duration, you can use a triggered action on your turn to move the hammer up to 10 yards and attack one creature within 1 yard of it. Make a Will attack with 1 boon against the target’s Defense. On a success, the target takes 2d6 damage.
Attack Roll 20+ The target takes 2d6 extra damage.
Holy Armaments
Duration 1 minute
You drop whatever you are holding. A gleaming shield adorned with the symbol of your god appears on your arm, and a shining blade appears in your hand. Both items shed light in a 5-yard radius and remain for the duration or until you drop one or both of them, which ends the spell. As part of the casting of this spell, you can attack with either the sword or shield.
The shield is a large shield with no Strength requirement. While you wield it, the shield imposes 1 bane on attack rolls made against you. Attacks with the shield deal 1d6 + 2 damage.
The blade is a sword with no Strength requirement that grants you 1 boon on attack rolls you make with it. Attacks with the weapon deal 2d6 + 2 damage.
Whenever you attack with either the shield or the sword, you can use Will in place of the attribute you would normally use to make the attack. Attacks you make with either weapon deal 2d6 extra damage to demons, devils, faeries, spirits, and undead.
Finally, if the total of your attack roll is 20 or higher and beats the target number by at least 5, your attack has an additional effect. If you made the attack with the shield, the target becomes dazed for 1 round. If you made the attack with the sword, the target takes 2d6 extra damage.
Revelation
Target One creature you can reach
Duration 1 minute; see the effect
You touch the target, granting it seven revelations that last for the duration or until it expends the last one. When the target makes an attack roll or challenge roll, it can expend any number of revelations up to the number it has remaining. For each revelation expended, the target makes the roll with 2 boons.
Angelic Aid
Area A cube of space, 1 yard on a side, originating from a point you can see within short range
Duration 1 minute
The sound of trumpets fills the air as a soft light appears in the area, growing in intensity until it becomes an angel. The angel remains for the duration or until it becomes incapacitated, at which point it disappears. The angel is friendly to you and fights on your behalf.
Divine Aid
Target Each creature you choose within short range
Duration 1 hour
Each target has a +15 bonus to Health for the duration.
Salvation
Target One creature you can see within medium range
Brilliant light swirls around the target, causing it to disappear from its space. The target teleports to an open space you can reach and heals damage equal to twice its healing rate.
Wrath of God
Target A point on the ground within medium range
A bolt of lightning strikes the target and deals 2d6 + 2 damage to each creature within 1d6 yards of that point. A creature that takes damage in this way must make an Agility challenge roll. It becomes dazed for 1 round on a failure, or just takes half the damage on a success.
Altar of Faith
Area A cube of space, 1 yard on a side, originating from a point within short range
Duration 1 hour
A gleaming altar of white stone, carved with images of importance to your religion, appears in the area and remains for the duration. Holy power washes out from the altar in a 5-yard-radius sphere. The altar confers the following benefits to creatures you choose in the sphere.
Heightened Prayer When a creature uses the Prayer talent, the creature grants 1 additional boon and, if the boon was granted to an attack roll, the attack deals 1d6 extra damage.
Beseech the Gods When a creature would make a challenge roll to resist an attack or remove an affliction from itself, the creature can use a triggered action to pray, after which the creature makes the triggering roll with 3 boons.
Divine Foes Demons, devils, faeries, spirits, and undead within 5 yards of the altar make attack rolls and challenge rolls against creatures in the sphere with 1 bane and take 1d6 extra damage whenever they take damage. In addition, demons within this range lose their demonic shadows trait.
Anoint The Faithful
Target Up to three creatures you can reach
Duration 1 minute
You touch each target on the forehead, leaving behind a symbol of your god that remains for the duration. An affected target's eyes and mouth shine with light, signaling to all that it has been anointed by your god to fight in his or her name. Each target gains a +10 bonus to Health and makes attack rolls and challenge rolls with 1 boon. Creatures make challenge rolls to resist that target's attacks with 1 bane, and the target's attacks deal 2d6 extra damage.
When the spell ends for a target, it must get a success on a Will challenge roll with 2 banes or gain 1d3 insanity.
Avatar
Duration 1 minute
Divine power flows into you. For the duration, you take half damage from all sources, make attack rolls with 1 boon, and deal 2d6 extra damage with weapon attacks.
Divine Justice
Target One creature you can see within medium range
You call out to your god to mete out justice against the target. Make a Will attack roll against the target’s Will. You make the attack roll with a number of boons equal to the target’s Corruption score. If the target is a demon, devil, faerie, spirit, or undead, you make the attack roll with 3 boons. On a success, the target takes 8d6 + 8 damage, and it must get a success on a Will challenge roll or become stunned for 1 round. If you get a failure on the attack roll, you gain 1d6 Insanity from realizing that either you misjudged the target or your god was not listening to your prayer.
Fire From Heaven
Area A vertical cylinder, 25 yards tall with a 5-yard radius, centered on a point on the ground within extreme range
Flames spread through the area and deal 7d6 damage to each creature in it. A creature that gets a success on a Will challenge roll takes half the damage. Any creature incapacitated by this damage disappears, erased from the fabric of reality.
Forceful Conversion
Target Up to five creatures with souls that you can see within short range
Each target must make a Will challenge roll. A target with a Health score of 30 or lower makes the roll with 2 banes. A target becomes charmed for 1 round on a success, or becomes compelled for 1 minute on a failure. If the total of a target’s roll was 0 or lower, the target also becomes charmed, and the affliction is permanent. A target charmed or compelled in this way becomes a fanatical believer of your religion until the effect ends and then for 1 hour thereafter. Being a fanatical believer in your religion means the target is friendly to all believers in your religion.