✟ Tier Null / Unbound Holy Spells ✟
#1. Hallowed Flame: Cast alongside any fire spell, and the fire will instead become Holyfire, or Hallowed Flame. This fire, in addition to burning the flesh, deals holy damage and burns hotter / deals more damage the more wicked the target. Learning this spell at one tier lets you turn all fire spells of that same tier into hallowed flame.
Tier: Null / Unbound
Classification: ALTERATION
Maximize-able: No.
Casts Per Event: Varied ; Dependent on tier.
Requires Concentration: No.
✟ Tier 1 Holy Spells ✟
#1. Holy Dart: Conjures a fast-moving dart of holy energy that homes in on targets.
Tier: 1
Classification: DESTRUCTION
Maximize-able: Yes ; Increases the size and speed of the dart.
Casts Per Event: 12
Requires Concentration: No.
#2. Life Status: Cast on a target, and you will be told whether the target is alive or dead. If the target is undead, it will tell you they are dead. If used on an angel, demon, or something that is not living, the spell will have no effect.
Tier: 1
Classification: ALTERATION
Maximize-able: Yes ; Allows the spell to be able to determine if the target is living or dead regardless of if the target is a mortal, undead, demon, angel, or other. It'll tell you if you've successfully killed an undead, demon, or angel as opposed to having no effect.
Casts Per Event: 12
Requires Concentration: Yes.
✟ Tier 2 Holy Spells ✟
#1. Minor Heal: Heals any mortal or angel by a small amount, healing minor injuries, wounds, and abrasions. It takes 10 seconds of sustained contact with the wound to heal it. If used on a demon or undead instead of a mortal or an angel, inflicts minor injuries, wounds, and abrasions on the mortal where the spell makes contact with them, once per cast.
Tier: 2
Classification: RESTORATION
Maximize-able: Yes ; Applies the healing instantaneously.
Casts Per Event: 11
Requires Concentration: Yes.
#2. Prayerful Strike: Cast on a weapon or some object, and when it strikes something, it will emit a blast of holy energy similar to Lesser Force, but imbued with holy magic. One blast of holy energy is counted as a cast.
Tier: 2
Classification: DESTRUCTION
Maximize-able: No.
Casts Per Event: 11
Requires Concentration: No.
#3. Detect Life: When cast, allows the caster to sense if there are any living beings in a 50m radius around them.
Tier: 2
Classification: ALTERATION
Maximize-able: No.
Casts Per Event: 11
Requires Concentration: Yes.
#4. Summon Angel, Tier 2:
Tier: 2
Classification: EVOCATION
Maximize-able:
Casts Per Event: 11
Requires Concentration: Yes.
✟ Tier 3 Holy Spells ✟
#1. Detect Sacred: When cast, allows the caster to sense if there are any angels in a 50m radius around them. Can also be used to detect any traces of holy energy if there is any nearby.
Tier: 3
Classification: ALTERATION
Maximize-able: No.
Casts Per Event: 10
Requires Concentration: Yes.
#2. Blessed Armament: Imbues your weapon with holy magic for 15 minutes, coating your weapon in a yellow light and allowing it to deal holy damage. Can't be used with other spells that imbue your weapon with an effect.
Tier: 3
Classification: REINFORCEMENT
Maximize-able: Yes ; Extends the duration of the spell to 30 minutes.
Casts Per Event: 10
Requires Concentration: Yes.
#3. Summon Holy Familiar: Summons a yellow spectral animal such as a bear or a wolf to fight for you. This familiar cannot cast magic, but radiates a soothing and calming aura as well as an aura of holy energy, which can harm undead and demonic beings near it. The familiar possesses the level of intelligence similar to a tamed version of whatever animal is summoned, and is bound to the will of the caster unless attacked repeatedly by the caster. Familiars are also immune to physical damage but are able to be hurt by any magical damage, and lasts for 15 minutes unless defeated, banished, or dispelled.
Tier: 3
Classification: EVOCATION
Maximize-able: Yes ; Duration extended to 30 minutes.
Casts Per Event: 10
Requires Concentration: Yes.
#4. Projected Minor Heal: Heals any mortal or angel this is cast on by a small amount, and can be cast on any target within a 50m radius of the caster, not requiring physical contact. This heals minor injuries and abrasions, and does so over a period of 10 seconds. If used on a demon or undead instead of a mortal or an angel, inflicts minor injuries and abrasions, once per cast.
Tier: 3
Classification: RESTORATION
Maximize-able: Yes ; Allows for the caster to cast this on any target they can see instead of within a 50m radius, and applies the healing instantaneously.
Casts Per Event: 10
Requires Concentration: No.
✟ Tier 4 Holy Spells ✟
#1. Heal: Heals any mortal or angel by a reasonable amount, healing minor injuries and abrasions as well as deep lacerations and piercing wounds. It takes 15 seconds of sustained contact with the wound to heal it. If used on a demon or undead instead of a mortal or an angel, inflicts deep lacerations and piercings wounds where the spell makes contact with them, once per cast.
Tier: 4
Classification: RESTORATION
Maximize-able: Yes ; Lowers the duration of healing to seconds.
Casts Per Event: 9
Requires Concentration: Yes.
#2. Summon Angel, Tier 4:
Tier: 4
Classification: EVOCATION
Maximize-able:
Casts Per Event: 9
Requires Concentration: Yes.
✟ Tier 5 Holy Spells ✟
#1. Projected Heal: Heals any mortal or angel by a reasonable amount, and can be cast on any target within a 50m radius of the caster, not requiring physical contact. This heals minor injuries and abrasions as well as deep lacerations and piercing wounds. Heals the wounds over a period of 15 seconds. If used on a demon or undead instead of a mortal or angel, inflicts deep lacerations and piercing wounds where the spell makes contact with them, once per cast.
Tier: 5
Classification: RESTORATION
Maximize-able: Yes ; Allows for the caster to cast this on any target they can see instead of within a 50m radius, and applies the healing over 10 seconds.
Casts Per Event: 8
Requires Concentration: No.
#2. Divine Pillars of Light: The caster chooses an area, and for 5 seconds, that area will be bombarded with up to 15 pillars of holy energy that strike down on the area from above. These pillars emit small holy explosions upon contact with the ground or any target.
Tier: 5
Classification: DESTRUCTION
Maximize-able: Yes ; Increases the size and strength of the pillars, and summons up to 30 pillars per cast instead of just 15.
Casts Per Event: 8
Requires Concentration: Yes.
#3. Sacred Sanctuary: The caster chooses a target, and as long as their target has not yet engaged in combat or has disengaged and retreated, they will be cloaked in a holy aura that prevents them from being attacked by enemies. The target cannot walk or move while this spell is active, and if they do so, it will break. It will also break if they fight in any way. This protects the target for up to 10 minutes unless it is dispelled.
Tier: 5
Classification: REINFORCEMENT
Maximize-able: Yes ; Extends the duration of the spell to 20 minutes and allows the target to slightly and slowly move while it is active.
Casts Per Event: 8
Requires Concentration: Yes.
✟ Tier 6 Holy Spells ✟
#1. Summon Holy Elemental: Summons a Holy Elemental to fight for you. These elementals are capable of casting holy spells tier 6 or lower, but cannot summon other holy elementals, only holy familiars. Holy Elementals are capable of levitation and possess a small level of intelligence, but are bound to the will of the caster unless repeatedly attacked by the caster. Holy Elementals last for 20 minutes unless killed, destroyed, or banished.
Tier: 6
Classification: EVOCATION
Maximize-able: Yes ; Causes the elemental to only cast maximized versions of tier 6 holy spells and below, and now lasts for 40 minutes instead of 20.
Casts Per Event: 6
Requires Concentration: Yes.
#2. Medium Heal: Heals any mortal or angel this is cast on by a large amount, healing minor injuries and abrasions, deep lacerations and piercing wounds, as well as curing any ailments the target has. It takes 20 seconds of sustained contact with the wound to heal or to cure any ailments. If used on a demon or undead instead of a mortal or angel, inflicts deep lacerations and piercing wounds, once per cast.
Tier: 6
Classification: RESTORATION
Maximize-able: Yes ; Lowers the duration of healing to 15 seconds.
Casts Per Event: 7
Requires Concentration: Yes.
#3. Fool's Smite: The caster chooses a target, and a beam of holy energy will come down from the sky and strike the opponent. Deals considerably more damage to creatures the more wicked they are.
Tier: 6
Classification: DESTRUCTION
Maximize-able: Yes ; Increases the size and damage of the beam.
Casts Per Event: 7
Requires Concentration: Yes.
#4. Bind Evil: The caster uses holy energy to constrict and bind any demon, damned, or demonic being. They are incapable of using teleportation or other magical means to escape this bind, and they must spend triple the mana used to cast this spell to escape, resulting in them being unable to cast magic for 10 minutes by doing so. This spell is capable of holding the demonic being or up to a minute, but depending on the strength of the being, can be less. This spell will not work on every target, and requires a roll for it to work.
Tier: 6
Classification: ALTERATION
Maximize-able: Yes ; Extends capture duration to 5 minutes.
Casts Per Event: 7
Requires Concentration: Yes.
#5. Divine Chime: The caster gathers holy energy and emits it as physical force, and produces an immense amount of physical force capable of destroying a carriage or a room of a building. In addition, this sends out a shockwave of holy energy, and emits a chiming sound similar to a very loud bell upon hitting anything and releasing the stored energy. Using all casts of this spell in quick succession will break the caster's hand and wrist if their body isn't strong enough to withstand the output of this spell.
Tier: 6
Classification: DESTRUCTION
Maximize-able: Yes ; Doubles the destructive output of the spell and increases the amount of holy energy released.
Casts Per Event: 7
Requires Concentration: No.
#6. Lesser Protective Ward: Conjures a spherical barrier of holy magic around the caster that bars undead, demons, damned, and anything with demonic magic from entering. Demonic spells up to tier 6 will have no effect against the barrier or those inside. This barrier lasts for up to 15 minutes unless dispelled or destroyed. Particularly powerful undead are capable of bypassing this barrier, though. By default, the ward is 5m in diameter.
Tier: 6
Classification: CONJURATION
Maximize-able: Yes ; Extends the duration of the barrier to 30 minutes and allows for the caster to increase of decrease the size, which affects the duration of the barrier.
Casts Per Event: 7
Requires Concentration: Yes.
#7. Summon Angel, Tier 6:
Tier: 6
Classification: EVOCATION
Maximize-able:
Casts Per Event: 7
Requires Concentration: Yes.
#8. Spirit Guardians: Conjures up to 5 small angelic figures that act as guardian angels for the caster. They are equipped with a spectral weapon and a shield and are comprised completely of holy energy. While they cannot cast spells, they can cut through steel with relative ease and do high damage to demons and undead. They can last for up to 10 minutes unless destroyed or dispelled.
Tier: 6
Classification: EVOCATION
Maximize-able: Yes ; Allows for up to 10 guardians to be summoned and extends their duration to 20 minutes unless destroyed or dispelled.
Casts Per Event: 7
Requires Concentration: Yes.
✟ Tier 7 Holy Spells ✟
#1. Projected Medium Heal: Heals any mortal or angel this is cast on by a large amount, and can be cast on any target within a 50m radius of the caster, not requiring physical contact. This heals minor injuries and abrasions, deep lacerations and piercing wounds, and cures any ailments the target has, and does so over a period of 20 seconds. If used on a demon or undead instead of a mortal or angel, inflicts deep lacerations and piercing wounds, once per cast.
Tier: 7
Classification: RESTORATION
Maximize-able: Yes ; Allows for the caster to cast this on any target they can see instead of within a 50m radius, and applies the healing over 15 seconds.
Casts Per Event: 6
Requires Concentration: No.
#2. Death Ward: Cast on a target, and this spell will protect them from taking grievous injuries for up to 5 minutes. Vital areas are protected with holy magic and impenetrable by conventional means.
Tier: 7
Classification: REINFORCEMENT
Maximize-able: Yes ; Extends the duration of the ward to 30 minutes.
Casts Per Event: 6
Requires Concentration: Yes.
#3. Danger Sense: When cast, for 15 minutes, the caster gains the ability to be alerted to incoming danger, as well as those who seek to harm either the caster or someone in sight of the caster. In combat, they are warned of where incoming attacks are going to be coming from, giving them a chance to dodge before they are hit. In terms of detecting malicious intent to cause harm, they cannot detect actual intentions, but are made aware if someone is dangerous and plans to commit a crime or cause harm.
Tier: 7
Classification: ALTERATION
Maximize-able: Yes ; Extends the duration of the spell to 30 minutes.
Casts Per Event: 6
Requires Concentration: Yes.
✟ Tier 8 Holy Spells ✟
#1. Lucent Beam: Emits an extremely powerful ray of pure holy magic that deals heavy holy damage to anyone in its wake, in addition to heavy physical damage as it can cut through many things. Capable of being made bigger or smaller; making this beam smaller concentrates it to where it can cut through things even easier and does greater holy damage, while making the beam larger allows it to affect a wider range, but deals slightly less holy damage and is less efficient at cutting through things.
Tier: 8
Classification: DESTRUCTION
Maximize-able: No.
Casts Per Event: 5
Requires Concentration: Yes.
#2. Greater Heal: Heals any mortal or angel this is cast on by a massive amount, healing minor injuries and abrasions, deep lacerations and piercing wounds, curing all ailments, as well as healing grievous injuries that would result in death. It takes 25 seconds of sustained contact with the wound to heal it or cure any ailments. If used on a demon or undead instead of a mortal or angel, inflicts grievous wounds that will quickly result in their death.
Tier: 8
Classification: RESTORATION
Maximize-able: Yes ; Lowers the duration of healing to 20 seconds.
Casts Per Event: 5
Requires Concentration: Yes.
#3. Summon Angel, Tier 8:
Tier: 8
Classification: EVOCATION
Maximize-able:
Casts Per Event: 5
Requires Concentration: Yes.
✟ Tier 9 Holy Spells ✟
#1. Projected Greater Heal: Heals any mortal or angel this is cast on by a massive amount, and can be cast on any target within a 50m radius of the caster, not requiring physical contact. This heals minor injuries and abrasions, deep lacerations and piercing wounds, cures all ailments, and heals grievous injuries that would result in death, and does so over a period of 25 seconds. If used on a demon or undead instead of a mortal or angel, inflicts grievous wounds that will quickly result in their death.
Tier: 9
Classification: RESTORATION
Maximize-able: Yes ; Allows for the caster to cast this on any target they can see instead of within a 50m radius, and applies the healing over 20 seconds.
Casts Per Event: 4
Requires Concentration: No.
#2. Divine Smite: The caster chooses a target, and a large beam of divine energy will quickly descend from the sky and strike the target, emitting a large explosions of holy energy upon impact with said target. Deals considerably more damage to creatures the more wicked they are, and if an angel learns Fool's Smite, they can roll a d20 and if they roll a nat 20 they can cast this spell instead. This spell is much more powerful than Fool's Smite and can utterly annihilate low and medium strength undead and demons through sheer holy might.
Tier: 9
Classification: DESTRUCTION
Maximize-able: No.
Casts Per Event: 4
Requires Concentration: Yes.
#3. Summon Greater Holy Elemental: Summons a benevolent Greater Holy Elemental to fight for you. These elementals are capable of casting holy spells tier 9 or lower, but cannot summon other greater holy elementals. Greater holy elementals are capable of flight and possess a small level of intelligence, but are bound to the will of the caster unless repeatedly attacked by the caster. Greater holy elementals last for 25 minutes unless killed, destroyed, or banished.
Tier: 9
Classification: EVOCATION
Maximize-able: Yes ; Causes the elemental to only cast maximized versions of tier 9 holy spells and below, and now lasts for 50 minutes instead of 25.
Casts Per Event: 4
Requires Concentration: Yes.
✟ Tier 10 Holy Spells ✟
#1. Mass Heal: Heals the caster and up to 5 chosen mortal or angelic allies by a massive amount, as long as those allies are within a 50m radius of the caster. This heals minor injuries and abrasions, deep lacerations and piercing wounds, cures all ailments, and heals grievous injuries that would result in death, and does so over a period of 30 seconds. If used on a demon or undead instead of a mortal or angel, inflicts grievous wounds that will quickly result in their death.
Tier: 10
Classification: RESTORATION
Maximize-able: Yes ; Allows the caster to cast this on 5 chosen mortal or angelic allies regardless of how far they are from the caster, and applies the healing over 25 seconds.
Casts Per Event: 3
Requires Concentration: Yes.
#2. Summon Angel, Tier 10:
Tier: 10
Classification: EVOCATION
Maximize-able:
Casts Per Event: 3
Requires Concentration: Yes.
✟ Tier 11 Holy Spells ✟
#1. Greater Protective Ward: Conjures a spherical barrier of holy magic around the caster that bars undead, demons, damned, and anything with demonic magic from entering, as well as any wicked being or being with malicious intent against the caster or anyone inside the barrier. Demonic spells up to tier 11 will have no effect against the barrier or those inside. This barrier lasts for up to 15 minutes unless dispelled or destroyed. By default, the ward is 5m in diameter.
Tier: 11
Classification: CONJURATION
Maximize-able: Yes ; Extends the duration of the barrier to 30 minutes and allows for the caster to increase of decrease the size, which affects the duration of the barrier.
Casts Per Event: 2
Requires Concentration: Yes.
✟ Tier 12 Holy Spells ✟
#1. Oblivion: Once cast, the clouds part to reveal a divine light, and underneath these clouds, holy energy is seen spiraling upwards in a radius of 30m. After 5 seconds, a massive holy beam shoots upwards from the ground to the heavenly light. This beam lasts for 10 seconds, dealing massive holy damage and has a 50% chance of instantly killing any undead or demonic entity caught in it. As for other entities or undead and demonic entities that survive, they will receive more or less damage depending on how “pure” and morally righteous they are compared to the caster; in essence, the damage is based upon the karma of the target against the karma of the caster.
Tier: 12
Classification: DESTRUCTION
Maximize-able: Yes ; Increases the radius of the spell to 100m, and guaranteed instantly kills any undead or demons caught in the spell.
Casts Per Event: 1
Requires Concentration: Yes.
#2. Summon Icon of the Gods: Summons the most powerful holy elemental, an Icon of the Gods. This elemental is capable of casting every holy spell and can even summon other holy elementals, but it cannot summon another Icon. This elemental exhibits a moderate level of intelligence, but is bound to the will of the caster unless repeatedly attacked by the caster. An Icon of the Gods lasts for 60 minutes unless killed, destroyed, or banished.
Tier: 12
Classification: EVOCATION
Maximize-able: Yes ; Causes the Icon to only cast maximized versions of all holy spells, and allows it to last indefinitely until killed, destroyed, or banished.
Casts Per Event: 1
Requires Concentration: Yes.
#3. Angelic Armageddon: Allows for the caster to summon a massive legion of angels, with each legion being comprised of varying types of angels ranging from holy dragons and dominions to cherubs and low-strength angels. They follow the orders of the caster unless repeatedly attacked by the caster, and all have varying levels of intelligence.
Tier: 12
Classification: EVOCATION
Maximize-able: Yes ; Every angel summoned will be the equivalent of their maximized versions, and can all cast a large variety of magic.
Casts Per Event: 1
Requires Concentration: Yes.