{"folder":"37mu4dxsSuftlnmP","name":"Bond of Souls II (Combat)","type":"miracle","img":"systems/fvtt-lethal-fantasy/assets/icons/icon_miracle.webp","_id":"0p3rxvRF9BOSz961","system":{"description":"
Effect: The cleric chooses a target within 25 feet that has fewer than 25 hit points. The cleric calling this miracle sacrifices up to 12 hit points to be transferred to the target. While the wound or wounds healed will transfer the same amount of damage to the cleric, opening similar wounds on the cleric. If there is more than one wound, the transferred hit points must be spread across all wounds and will open similar wounds on the cleric. This miracle can only be called upon the same target once per game day.
","level":14,"components":{"verbal":true,"somatic":true,"material":false,"catalyst":false,"religious":true},"prayerTime":"6","miracleRange":"25 Feet of the Cleric","areaAffected":"One Mortal or Living Being Selected by the Cleric","duration":"Instant","savingThrow":"WILLPOWER (Negates) Only Can Be Saved Against If the Cleric Attempts to Heal an Unwilling Recipient","materialComponent":"","catalyst":"","attackRoll":"","powerRoll":"","miracleType":"combat","damageDice":"","damageDiceOverpowered":"","damageDiceOverpowered2":""},"effects":[],"sort":0,"ownership":{"default":0,"l74y1UZmsu5KYmeR":3,"Ccm2SWj6Wb78Gkz7":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"exportSource":null,"coreVersion":"13.348","systemId":"fvtt-lethal-fantasy","systemVersion":"13.0.0","createdTime":1757441291674,"modifiedTime":1757441291674,"lastModifiedBy":"Ccm2SWj6Wb78Gkz7"}} {"folder":"37mu4dxsSuftlnmP","name":"Martyr's Blessing I (Non-Combat)","type":"miracle","img":"systems/fvtt-lethal-fantasy/assets/icons/icon_miracle.webp","_id":"17QSNiNs4eao73oT","system":{"description":"EFFECT: Grants temporary divine bonus of 1D3 to attack for those blessed. When this occurs, the attacker rolls a 4th dice to attack. Clerics should have dice to grant to those they bless so they can grant the blessing. A white D3 is recommended for this bonus. These dice do not explode.
Cannot stack multiple versions of this miracle or have more than one group under its blessing.
EFFECT: Provides 6D10E healing for wounds at the clerics’ discretion. The cleric decides whether to heal one wound or distribute the healing equally across all wounds. A fully healed wound will spill over and heal any remaining wounds evenly.
","level":24,"components":{"verbal":true,"somatic":true,"material":false,"catalyst":false,"religious":true},"prayerTime":"1200","miracleRange":"Touch","areaAffected":"One Mortal","duration":"Permanent (The Healing Effect Once Begun Takes 100 Seconds to Complete as Wounds Heal and Improve)","savingThrow":"NONE","materialComponent":"","catalyst":"","attackRoll":"","powerRoll":"","miracleType":"noncombat","damageDice":"","damageDiceOverpowered":"","damageDiceOverpowered2":""},"effects":[],"sort":0,"ownership":{"default":0,"l74y1UZmsu5KYmeR":3,"Ccm2SWj6Wb78Gkz7":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"exportSource":null,"coreVersion":"13.348","systemId":"fvtt-lethal-fantasy","systemVersion":"13.0.0","createdTime":1757441291674,"modifiedTime":1757441291674,"lastModifiedBy":"Ccm2SWj6Wb78Gkz7"}} {"folder":"37mu4dxsSuftlnmP","name":"Enflame Blade IV (Non-Combat)","type":"miracle","img":"systems/fvtt-lethal-fantasy/assets/icons/icon_miracle.webp","_id":"1TbSrAREBiHYkYlv","system":{"description":"EFFECT: The cleric calls fire to weapons so that fire damage of 1D6 augments the weapons damage. The weapons still do their normal damage but add the 1D6 fire damage. Because the weapons’ fire is subtle and only flares up when a target is hit, they don’t provide enough light for travel or even for clear combat vision. The cleric should grant those with the weapons a D12 to represent this augmentation. For this purpose, a red D12 is suggested.
","level":25,"components":{"verbal":true,"somatic":true,"material":false,"catalyst":false,"religious":true},"prayerTime":"120","miracleRange":"20 Feet","areaAffected":"One to Six Weapons (25 Divinity Levels per Weapons) Only One Such Miracle Can Be Active at Once and All Weapons Affected Have the Same Duration","duration":"20 Plus D100 Minutes of Real Time. Kept by the Cleric.","savingThrow":"NONE","materialComponent":"","catalyst":"","attackRoll":"","powerRoll":"","miracleType":"noncombat","damageDice":"","damageDiceOverpowered":"","damageDiceOverpowered2":""},"effects":[],"sort":0,"ownership":{"default":0,"l74y1UZmsu5KYmeR":3,"Ccm2SWj6Wb78Gkz7":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"exportSource":null,"coreVersion":"13.348","systemId":"fvtt-lethal-fantasy","systemVersion":"13.0.0","createdTime":1757441291674,"modifiedTime":1757441291674,"lastModifiedBy":"Ccm2SWj6Wb78Gkz7"}} {"folder":"37mu4dxsSuftlnmP","name":"Rigidity of the Grave (Combat)","type":"miracle","img":"systems/fvtt-lethal-fantasy/assets/icons/icon_miracle.webp","_id":"1h4ha702YJKcMvlX","system":{"description":"EFFECT: When called down upon a mortal, the miracle forces the target to make a toughness save. If they fail, all their muscles lock and freeze in their current pose. They are aware of what is going on and can see and hear, but cannot move at all except for their eyes. The effect lasts as long as the cleric focuses on the target or until an attack hits the target. Because the target is immobile, you can skip the roll to hit and go straight to rolling damage. The character may roll an attack if they wish to see if they land a lethal or vital strike. Keep in mind, though, that the damage will immediately break the stiffness and allow the target to return to action. The target’s combat delay will be reset.
","level":13,"components":{"verbal":true,"somatic":true,"material":false,"catalyst":false,"religious":true},"prayerTime":"5","miracleRange":"100 Feet","areaAffected":"One Mortal","duration":"Focus. Remains as long as the cleric focuses on the effect. The cleric cannot attack, move faster than a walk, summon other miracles, or be hit by an attack. Can defend with disfavor without losing focus.","savingThrow":"TOUGHNESS (Negates)","materialComponent":"","catalyst":"","attackRoll":"","powerRoll":"","miracleType":"combat","damageDice":"","damageDiceOverpowered":"","damageDiceOverpowered2":""},"effects":[],"sort":0,"ownership":{"default":0,"l74y1UZmsu5KYmeR":3,"Ccm2SWj6Wb78Gkz7":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"exportSource":null,"coreVersion":"13.348","systemId":"fvtt-lethal-fantasy","systemVersion":"13.0.0","createdTime":1757441291674,"modifiedTime":1757441291674,"lastModifiedBy":"Ccm2SWj6Wb78Gkz7"}} {"folder":"R1X91jmdjtxCTnNY","name":"Ember Ward","type":"spell","img":"systems/fvtt-lethal-fantasy/assets/icons/icon_spell.webp","_id":"2BuPK1x3KtMi2qfG","system":{"description":"Effects: Provides 6 DR to Fire or Heat for All Targeted
","level":4,"cost":4,"memorized":false,"components":{"verbal":true,"somatic":true,"material":true,"catalyst":false},"castingTime":"5 Seconds","spellRange":"25 Feet","areaAffected":"One Mortal or Creature","duration":"10 Plus D20E Minutes of Real Time Kept by the GM. Duration is rolled once for all targeted and will expire at the same time.","savingThrow":"NONE","extraAetherPoints":"3 aether points for each additional target up to 6 total affected for 19 aether points","materialComponent":"Lava Rock","attackRoll":"","powerRoll":"","criticalType":"none","catalyst":"","costOverpowered":0,"costOverpowered2":0,"damageDice":"","damageDiceOverpowered":"","damageDiceOverpowered2":""},"effects":[],"sort":2900000,"ownership":{"default":0,"l74y1UZmsu5KYmeR":3,"Ccm2SWj6Wb78Gkz7":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"exportSource":null,"coreVersion":"13.348","systemId":"fvtt-lethal-fantasy","systemVersion":"13.0.0","createdTime":1757441288902,"modifiedTime":1757441288902,"lastModifiedBy":"Ccm2SWj6Wb78Gkz7"}} {"folder":"37mu4dxsSuftlnmP","name":"Healing VI (Non-Combat)","type":"miracle","img":"systems/fvtt-lethal-fantasy/assets/icons/icon_miracle.webp","_id":"2CTE0KjbZOrVmFLN","system":{"description":"EFFECT: Provides 5D6E healing for wounds at the clerics’ discretion. The cleric can direct healing to one wound or split it evenly among all wounds. A fully healed wound will spill over and heal any remaining wounds evenly.
","level":15,"components":{"verbal":true,"somatic":true,"material":false,"catalyst":false,"religious":true},"prayerTime":"1200","miracleRange":"Touch","areaAffected":"One Mortal","duration":"Permanent (The Healing Effect Once Begun Takes 75 Seconds to Complete as Wounds Heal and Improve)","savingThrow":"NONE","materialComponent":"","catalyst":"","attackRoll":"","powerRoll":"","miracleType":"noncombat","damageDice":"","damageDiceOverpowered":"","damageDiceOverpowered2":""},"effects":[],"sort":0,"ownership":{"default":0,"l74y1UZmsu5KYmeR":3,"Ccm2SWj6Wb78Gkz7":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"exportSource":null,"coreVersion":"13.348","systemId":"fvtt-lethal-fantasy","systemVersion":"13.0.0","createdTime":1757441291674,"modifiedTime":1757441291674,"lastModifiedBy":"Ccm2SWj6Wb78Gkz7"}} {"folder":"R1X91jmdjtxCTnNY","name":"Commanded Flameburst 5","type":"spell","img":"systems/fvtt-lethal-fantasy/assets/icons/icon_spell.webp","_id":"2IvbCFTfWdVnbEF3","system":{"description":"Critical: Fire
Effects: A flash of arcane flame erupts from the caster, encircling the caster and burning, all currently engaged with the caster for 10D6E damage. The caster can protect allies and friends from the damage and only burn those chosen by the caster. All hit by the flame who are wearing cloth armor or clothing catch fire and must spend 1D6 seconds extinguishing the flame. Extinguishing the fire will reset the combat delay count. The flame will burn for 10 seconds and if the flame burns the full 10 full seconds, the flame does an additional 1D4E damage.
The spell is a magical attack with a dodge saving throw to negate damage. This spell can cause magic vital or lethal strikes.
Armor, shield, or natural damage reduction do not block damage from this spell.
EFFECT: Regeneration will restore the function of all organs, limbs, and neurological faculties to a victim of wounds, burns or other trauma that has destroyed multiple limbs large or small, functional organs, or neurological function. This includes lost memories and experience. Restoration of full use of all lost limbs and organs. This miracle restores everything lower regeneration spells remedy but does so on all injuries at the same time. The target falls into a deep coma once the miracle starts and cannot be awakened until fully regenerated. The Cleric cannot end the regeneration early, and the injured mortal cannot awaken until they are fully regenerated.
","level":25,"components":{"verbal":true,"somatic":true,"material":false,"catalyst":false,"religious":true},"prayerTime":"28800","miracleRange":"Touch","areaAffected":"One Mortal","duration":"Permanent (The Regeneration Effect Once Begun Takes 30 Days to Regenerate All Injuries of Any Kind)","savingThrow":"NONE","materialComponent":"","catalyst":"Religious Symbol","attackRoll":"","powerRoll":"","miracleType":"ritualfaith","damageDice":"","damageDiceOverpowered":"","damageDiceOverpowered2":""},"effects":[],"sort":2300000,"ownership":{"default":0,"l74y1UZmsu5KYmeR":3,"Ccm2SWj6Wb78Gkz7":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"exportSource":null,"coreVersion":"13.348","systemId":"fvtt-lethal-fantasy","systemVersion":"13.0.0","createdTime":1757441291674,"modifiedTime":1757441291674,"lastModifiedBy":"Ccm2SWj6Wb78Gkz7"}} {"folder":"37mu4dxsSuftlnmP","name":"Thick Skin (Combat)","type":"miracle","img":"systems/fvtt-lethal-fantasy/assets/icons/icon_miracle.webp","_id":"2NLiWW2VGc7jtfpx","system":{"description":"EFFECT: Thickens and toughens the skin of the cleric to grant +2 DR to the cleric. The cleric’s skin appears unchanged, and the protection remains for 40 plus 1D20 minutes of real time. This protection only works against physical attacks; magical attacks are not affected. The DR is cumulative to other physical DR from armor or skin. Does not stack with any other divine or arcane DR.
","level":3,"components":{"verbal":true,"somatic":true,"material":false,"catalyst":false,"religious":true},"prayerTime":"3","miracleRange":"Personal","areaAffected":"Self","duration":"40 Plus 1D20 Minutes of Real Time. Kept by the Cleric.","savingThrow":"NONE","materialComponent":"","catalyst":"","attackRoll":"","powerRoll":"","miracleType":"combat","damageDice":"","damageDiceOverpowered":"","damageDiceOverpowered2":""},"effects":[],"sort":0,"ownership":{"default":0,"l74y1UZmsu5KYmeR":3,"Ccm2SWj6Wb78Gkz7":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"exportSource":null,"coreVersion":"13.348","systemId":"fvtt-lethal-fantasy","systemVersion":"13.0.0","createdTime":1757441291674,"modifiedTime":1757441291674,"lastModifiedBy":"Ccm2SWj6Wb78Gkz7"}} {"folder":"R1X91jmdjtxCTnNY","name":"Wall Crawler","type":"spell","img":"systems/fvtt-lethal-fantasy/assets/icons/icon_spell.webp","_id":"2lv04Zc4JxtoCF3Q","system":{"description":"Effects: Can walk on a wall like a spider. Clings to the wall by the target's hands and feet. Can climb on all fours or choose to walk up the wall on just the soles of their feet. This position makes combat disorienting, and all defense rolls are made with disfavor. The casters items hang as required by gravity, so the subject of the spell is subject to losing hats, pouches, or anything that relies on downward pull to stay on the body. An agility challenge vs 12 to catch those items if the GM determines they drop. GM should apply common sense here based upon the gear carried and the walker's readiness to deal with these issues. The base spell does not allow walking or crawling on the ceilings of the walls. The overpowered spell allows the target to walk on ceilings. If the caster is not the target of the spell, the spell fails as soon as the caster loses sight of the target.
","level":7,"cost":7,"memorized":false,"components":{"verbal":true,"somatic":true,"material":true,"catalyst":false},"castingTime":"5 Seconds","spellRange":"Touch","areaAffected":"One Mortal","duration":"Focus, The spell continues until the caster drops the spell, casts another spell, or gets interrupted by an attack.","savingThrow":"NONE","extraAetherPoints":"Add 3 aether points to walk on ceilings as well. This is the maximum effect of this spell","materialComponent":"Leg of a Spider","attackRoll":"","powerRoll":"","criticalType":"none","catalyst":"","costOverpowered":0,"costOverpowered2":0,"damageDice":"","damageDiceOverpowered":"","damageDiceOverpowered2":""},"effects":[],"sort":0,"ownership":{"default":0,"l74y1UZmsu5KYmeR":3,"Ccm2SWj6Wb78Gkz7":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"exportSource":null,"coreVersion":"13.348","systemId":"fvtt-lethal-fantasy","systemVersion":"13.0.0","createdTime":1757441288902,"modifiedTime":1757441288902,"lastModifiedBy":"Ccm2SWj6Wb78Gkz7"}} {"folder":"37mu4dxsSuftlnmP","name":"Judgment I (Combat)","type":"miracle","img":"systems/fvtt-lethal-fantasy/assets/icons/icon_miracle.webp","_id":"38JASdIrpK3g3I2b","system":{"description":"EFFECT: Causes 1D4 fire damage 1D8 to undead. Smite empowers a melee attack with divine power and attaches to the clerics’ next attack following the completion of the prayer. The attack automatically causes damage if the cleric scores a hit (including a shield hit) and causes the 1D4 damage (1D8 vs undead). A missed attack by the cleric results in the loss of the miracle. This attack damage is separate from the melee weapon’s damage and must be applied separately to damage resistance. However, physical damage resistance, including armor and shields, does not block this attack, as it bypasses all physical damage resistance. Smite damage is only blocked by damage resistance that stops fire and heat. Divine smites damage does not explode and cannot cause a lethal or vital strike.
","level":3,"components":{"verbal":true,"somatic":true,"material":true,"catalyst":false,"religious":false},"prayerTime":"2","miracleRange":"Hit with Weapon","areaAffected":"One Targeted Mortal or Monster","duration":"Instant","savingThrow":"NONE","materialComponent":"Weapon to Attack","catalyst":"","attackRoll":"","powerRoll":"","miracleType":"combat","damageDice":"","damageDiceOverpowered":"","damageDiceOverpowered2":""},"effects":[],"sort":0,"ownership":{"default":0,"l74y1UZmsu5KYmeR":3,"Ccm2SWj6Wb78Gkz7":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"exportSource":null,"coreVersion":"13.348","systemId":"fvtt-lethal-fantasy","systemVersion":"13.0.0","createdTime":1757441291674,"modifiedTime":1757441291674,"lastModifiedBy":"Ccm2SWj6Wb78Gkz7"}} {"folder":"37mu4dxsSuftlnmP","name":"Frostward I (Non-Combat)","type":"miracle","img":"systems/fvtt-lethal-fantasy/assets/icons/icon_miracle.webp","_id":"3LoqHJhHDcrafNxO","system":{"description":"EFFECT: The mortal or mortals are extremely resistant to cold and ice. The mortal receives 2 Damage Reduction against all natural, magical, and divine cold and ice attacks.
","level":3,"components":{"verbal":true,"somatic":true,"material":false,"catalyst":false,"religious":true},"prayerTime":"120","miracleRange":"20 Feet","areaAffected":"One to Six Mortals (3 Divinity Levels per Mortal) Only one such miracle can be active at once and all affected have the same duration.","duration":"20 Plus 1D100 Minutes of Real Time. Kept by the Cleric.","savingThrow":"NONE","materialComponent":"","catalyst":"Religious Symbol","attackRoll":"","powerRoll":"","miracleType":"noncombat","damageDice":"","damageDiceOverpowered":"","damageDiceOverpowered2":""},"effects":[],"sort":1600000,"ownership":{"default":0,"l74y1UZmsu5KYmeR":3,"Ccm2SWj6Wb78Gkz7":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"exportSource":null,"coreVersion":"13.348","systemId":"fvtt-lethal-fantasy","systemVersion":"13.0.0","createdTime":1757441291674,"modifiedTime":1757441291674,"lastModifiedBy":"Ccm2SWj6Wb78Gkz7"}} {"name":"Seeker's Mark","type":"spell","img":"systems/fvtt-lethal-fantasy/assets/icons/icon_spell.webp","_id":"3kTFmQHSBMkMvOFj","system":{"description":"Effects: The caster places an arcane tracker on a being that allows the caster to know the distance and direction of that person. A detect magic spell or ability reveals the tracker. A magic-user being tracked who has the arcane tracker spell in their spell book will know what it is. If a magic-user lacks the arcane tracker spell, they will only know that a magic mark was placed on their body. Note and save the casting roll used to place the tracker, as it can only be removed by the caster or by the spell remove arcane tracker. The ability to remove the tracker requires competing spell casting rolls with the higher roll winning. Ties go to the already in place tracker as the defender.
The spell, in its basic form, does not provide any information or allow the caster to communicate with the mortal or creature being tracked. However, for 200 aether points, the caster can grant the target a crisis signal that the target can trigger with a thought from their mind. The target must know about and agree to the casting of this additional ability. When this extra ability is cast, the target feels the spell enter them and understands the ability to call for help. Casting this extra alarm on an unknowing individual would alert them that the spell was being placed and grant them a saving throw via willpower to reject the spell. They would know they are being tracked. Casters should not use this ability on someone they want to follow secretly.
Those who have left this plane of existence or die will alert the caster, regardless of whether the crisis call was initiated. Leaving the plane for another plane would alert the caster that the person has dropped off the world and, since casters are aware of the planes of existence, they would understand this at once. The caster will have no idea where the target has gone, simply that they are no longer on this plane of existence.
The life force of the individual tracked is part of what keeps the tracker operating. When the target of the tracking dies, the spell loses power, and the caster will know of the passing of their target. They can continue to track the target with the arcane tracker for 14 days, or until the body is burned or destroyed.
A caster can have up to 3 trackers active at any time.
Effects: The caster creates an illusion of a great demon to guard an area or location. The character’s imagination creates the demon, which isn’t real. Players must create and maintain a consistent description of the beast after its initial casting. The illusory demon, with characteristics consistent with such a beast, can be up to 10 feet tall.
Those approaching the demon make a willpower saving throw to realize the beast is not real. The demon will intimidate those failing the save and those so affected will not approach the demon or attack anyone who seems in league or protected by the monster. A successful save allows the viewer to realize the demon is false and the demon will vanish for those who pass the saving throw.
When a group is rolling saves, it is possible some will believe in the beast and others will not and some will continue to see and fear the beast.
Player characters who fail this saving throw will believe the Demon is real, but the spell does not remove player agency and they may choose to approach the demon. However, those approaching the demon will perform all actions, attacks, defenses, skills and castings or callings with disfavor, while their opponents will roll with favor.
In combat, the demon will attack and defend, always narrowly missing the players while the players attacks, though landing, will have no effect on the invulnerable illusion.
Effects: Puts a target up to 50 hit points into unnatural sleep. The magic-user must continue focusing on the effect to keep the target asleep. The magic-user must keep focusing on the spell to keep the target asleep. Until the magic-user stops focusing or loses concentration, the target will not wake up. The total aether points put into the spell must be designated prior to casting the spell and if the target has more hit points than aether points allotted, then the intended victim shakes off the drowsy feeling and is now alerted that something is not right (GM will need to access the target and their situation and make a role-play decision). The aether points are lost. Targets who succeed on their saving throw feel a sense of unease, but they do not know the specifics of the attack. Magic users with this spell in their spell book will automatically know the attempt and know the spell that was cast upon them.
Once the focus stops, the target continues to sleep naturally, and anyone can wake them up like any other sleeping being of their type (mortal, monster, or animal).
The spell has no verbal component to not wake or alert the target.
Standing targets and those not in a relaxed position will fall to the ground, fall over in their seat, or otherwise pass out. This will not awaken them if they fail their saving throw, but if there are others who may see or hear this, they should get a perception roll to see if they noticed something amiss.
This spell is ineffective against the undead or any opponent who does not sleep.
Victims of this spell are treated as helpless targets for purposes of attack and are subject to execution
EFFECT: The mortal or mortals are extremely resistant to cold and ice. The mortal receives 6 Damage Reduction against all natural, magical, and divine cold and ice attacks.
","level":9,"components":{"verbal":true,"somatic":true,"material":false,"catalyst":false,"religious":true},"prayerTime":"120","miracleRange":"20 Feet","areaAffected":"One to Six Mortals (9 Divinity Levels per Mortal) Only one such miracle can be active at once and all affected have the same duration.","duration":"20 Plus 1D100 Minutes of Real Time. Kept by the Cleric.","savingThrow":"NONE","materialComponent":"","catalyst":"Religious Symbol","attackRoll":"","powerRoll":"","miracleType":"noncombat","damageDice":"","damageDiceOverpowered":"","damageDiceOverpowered2":""},"effects":[],"sort":1800000,"ownership":{"default":0,"l74y1UZmsu5KYmeR":3,"Ccm2SWj6Wb78Gkz7":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"exportSource":null,"coreVersion":"13.348","systemId":"fvtt-lethal-fantasy","systemVersion":"13.0.0","createdTime":1757441291674,"modifiedTime":1757441291674,"lastModifiedBy":"Ccm2SWj6Wb78Gkz7"}} {"folder":"R1X91jmdjtxCTnNY","name":"Aegis of Protection","type":"spell","img":"systems/fvtt-lethal-fantasy/assets/icons/icon_spell.webp","_id":"4Ps1o5OfakC1pagh","system":{"description":"Effects: The spell protects the caster from all kinds of missile projectiles, such as arrows, bolts, spears, javelins, axes, daggers, knives, darts, shurikens, and even thrown objects like rocks and bottles. The projectiles approach the caster and suddenly stop and fall to the ground harmlessly. This protects the caster from all projectiles for the duration of the spell but has no effect on magical ranged attacks.
","level":15,"cost":15,"memorized":false,"components":{"verbal":true,"somatic":true,"material":true,"catalyst":false},"castingTime":"5 Seconds","spellRange":"Caster","areaAffected":"Caster","duration":"10 Plus D20 Minutes of Real Time Kept by GM","savingThrow":"NONE","extraAetherPoints":"10 aether points to double the duration to 20 plus 2D20 minutes for 25 aether points","materialComponent":"Cracked Arrowhead","attackRoll":"","powerRoll":"","criticalType":"none","catalyst":"","costOverpowered":0,"costOverpowered2":0,"damageDice":"","damageDiceOverpowered":"","damageDiceOverpowered2":""},"effects":[],"sort":0,"ownership":{"default":0,"l74y1UZmsu5KYmeR":3,"Ccm2SWj6Wb78Gkz7":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"exportSource":null,"coreVersion":"13.348","systemId":"fvtt-lethal-fantasy","systemVersion":"13.0.0","createdTime":1757441288902,"modifiedTime":1757441288902,"lastModifiedBy":"Ccm2SWj6Wb78Gkz7"}} {"folder":"R1X91jmdjtxCTnNY","name":"Slumber Charm 3","type":"spell","img":"systems/fvtt-lethal-fantasy/assets/icons/icon_spell.webp","_id":"4a3ZfR0E6clSyqM9","system":{"description":"Effects: Targets who fail the saving throw will fall asleep. This is a natural sleep and will feel as if they are tired and naturally dozing off. Those in relaxed, sleeping, siting, or lounging positions receive a willpower saving throw upon the spell being cast. Targets standing who fall asleep will fall over and must make a saving throw with favor. If they fail, the spell works, and they fall asleep and fall to the ground. They wake up lying on the floor, disoriented for 2D6 seconds, and cannot roll initiative or attack until the disorientation wears off or they are attacked. Those asleep because of this spell are asleep, but anyone can wake them up like any other sleeping being. The sleep is deep and awakening leaves the target disoriented for 2D6 seconds. During this disorientation, they may not roll initiative. Once attacked (hit or missed) they are active on the next second and combat begins as normal. While disoriented, they can defend themselves but do so with disfavor.
Caster must clearly indicate the targets to be affected and in what order. The Game Magistrate then applies the spell to those targets, in the order indicated, until the hit point maximum is reached. If the target is close to the hit point limit, such as having 30 points left to affect, and the monster has 31, the spell has no effect, and the spell simply fails with no impact on the target.
Those making their saving throw will feel drowsy but will shake it off but not be the wiser to the magical attack. Magic-users who have this spell in their spell book will automatically know of the failed magical attack and the nature of the attempt. This knowledge may do them little good if they fail the saving throw and fall asleep, as the spell still affects them. Magic-users who pass their saving throw may then alert or awaken those around them.
This spell is ineffective against the undead or any opponent who does not sleep.
EFFECT: The calling of this miracle grants up to 6 mortals 1D12E hit points. The spell’s false hit points do not heal injuries. Instead, these false hit points are used up before actual hit points are taken from a mortal. When a mortal is struck, and the injury is to the divine granted points, a flash of light will come from the wound, but no blood will appear (unless the wound exceeds the divine life). These hit points are only deducted when the mortal’s DR is exceeded, and they function the same as the mortal’s regular hit points. Flash of pain does not apply to these granted hit points and so the required points for FOP would only occur if actual hit points are taken, not these divine granted hit points. These hit points don’t factor into determining when a FOP roll must be made.
","level":8,"components":{"verbal":true,"somatic":true,"material":false,"catalyst":false,"religious":true},"prayerTime":"300","miracleRange":"20 Feet","areaAffected":"One Mortal or Up to Six Mortals, for 60 Divinity Levels. Only One Such Miracle Can Be Active at Once and All Affected Have the Same Duration.","duration":"20 Plus 1D20 Minutes of Real Time. Kept by the Cleric.","savingThrow":"NONE","materialComponent":"","catalyst":"","attackRoll":"","powerRoll":"","miracleType":"noncombat","damageDice":"","damageDiceOverpowered":"","damageDiceOverpowered2":""},"effects":[],"sort":0,"ownership":{"default":0,"l74y1UZmsu5KYmeR":3,"Ccm2SWj6Wb78Gkz7":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"exportSource":null,"coreVersion":"13.348","systemId":"fvtt-lethal-fantasy","systemVersion":"13.0.0","createdTime":1757441291674,"modifiedTime":1757441291674,"lastModifiedBy":"Ccm2SWj6Wb78Gkz7"}} {"folder":"37mu4dxsSuftlnmP","name":"Veil from the Restless (Non-Combat)","type":"miracle","img":"systems/fvtt-lethal-fantasy/assets/icons/icon_miracle.webp","_id":"4aQsfh6vgZSCSoxg","system":{"description":"EFFECT: The targets of this spell are beyond the sight or senses of undead creatures. The cloak holds unless the resolve of the undead is greater than the level of the cleric. Undead, whose resolve factor is higher than the clerics level, see through the cloak immediately. The cloak also drops for all mortals protected by the cloak if any of the cloaked group attacks an undead creature or other enemy. Each individual cloaked mortal or the cleric who cast the miracle can dismiss the cloak by willing it to drop and leave the rest of the group cloaked. The cloak drops if the cleric is killed or knocked unconscious.
","level":7,"components":{"verbal":true,"somatic":true,"material":false,"catalyst":false,"religious":true},"prayerTime":"60","miracleRange":"30 Feet","areaAffected":"One to Six Mortals (7 Divinity Levels per Mortal) Only one such miracle can be active at once and all affected have the same duration. Must stay within 30 feet of the casting cleric or the cloak drops for the mortals falling outside 30 feet.","duration":"20 Plus 1D100 Minutes of Real Time. Kept by the Cleric.","savingThrow":"NONE","materialComponent":"","catalyst":"Religious Symbol","attackRoll":"","powerRoll":"","miracleType":"noncombat","damageDice":"","damageDiceOverpowered":"","damageDiceOverpowered2":""},"effects":[],"sort":1500000,"ownership":{"default":0,"l74y1UZmsu5KYmeR":3,"Ccm2SWj6Wb78Gkz7":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"exportSource":null,"coreVersion":"13.348","systemId":"fvtt-lethal-fantasy","systemVersion":"13.0.0","createdTime":1757441291674,"modifiedTime":1757441291674,"lastModifiedBy":"Ccm2SWj6Wb78Gkz7"}} {"folder":"37mu4dxsSuftlnmP","name":"Bond of Souls III (Combat)","type":"miracle","img":"systems/fvtt-lethal-fantasy/assets/icons/icon_miracle.webp","_id":"4nuvGoLwVhgBVs2k","system":{"description":"Effect: The cleric chooses a target within 25 feet that has fewer than 25 hit points. The cleric calling this miracle sacrifices up to 18 hit points to be transferred to the target. While the wound or wounds healed will transfer the same amount of damage to the cleric, opening similar wounds on the cleric. If there is more than one wound, the transferred hit points must be spread across all wounds and will open similar wounds on the cleric. This miracle can only be called upon the same target once per game day.
","level":19,"components":{"verbal":true,"somatic":true,"material":false,"catalyst":false,"religious":true},"prayerTime":"6","miracleRange":"25 Feet of Cleric","areaAffected":"One Mortal lor Living Being Selected by the Cleric","duration":"Instant","savingThrow":"WILLPOWER (Negates) Only Can Be Saved Against If the Cleric Attempts to Heal an Unwilling Recipient","materialComponent":"","catalyst":"","attackRoll":"","powerRoll":"","miracleType":"combat","damageDice":"","damageDiceOverpowered":"","damageDiceOverpowered2":""},"effects":[],"sort":0,"ownership":{"default":0,"l74y1UZmsu5KYmeR":3,"Ccm2SWj6Wb78Gkz7":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"exportSource":null,"coreVersion":"13.348","systemId":"fvtt-lethal-fantasy","systemVersion":"13.0.0","createdTime":1757441291674,"modifiedTime":1757441291674,"lastModifiedBy":"Ccm2SWj6Wb78Gkz7"}} {"folder":"R1X91jmdjtxCTnNY","name":"Vital Exchange 3","type":"spell","img":"systems/fvtt-lethal-fantasy/assets/icons/icon_spell.webp","_id":"4r9UNESdbtPhEZP3","system":{"description":"Critical: None
Effects: The character transfers hit points from themselves to the target that heals a wound chosen by the caster. The transfer will stabilize a dying mortal or heal a wound. The transfer inflicts 1D8 damage to the caster and grants 1D6 hit points to the target.
No DR or other defensive spells or abilities will shield the caster from this self-inflicted damage.
EFFECT: Creates a divine torch that illuminates in all ways like a normal torch except that it produces no heat and cannot be used to spawn other fires or to cook. The caster can only summon this divine torch once every 8 hours of game time while underground. This restriction is regardless of the power of the cleric. This restriction does not apply if it is simply dark. The restriction applies if the darkness manifests from descending below the surface that mankind walks. In the realm below the surface of the world, where darkness reigns supreme, the Nyctarian hold dominion.
","level":22,"components":{"verbal":true,"somatic":true,"material":false,"catalyst":false,"religious":false},"prayerTime":"5","miracleRange":"10 Feet","areaAffected":"Creates a Divine Torch With a 30 Foot Radius of Light","duration":"10 Plus 1D10 Minutes of Real Time Kept by the GM, not the Cleric. If Underground, the Cleric Can Only Cast This Miracle Once Every 8 Hours. This Is an exception to the Rule That Clerics Keep the Duration of Divine Spells.","savingThrow":"NONE","materialComponent":"","catalyst":"","attackRoll":"","powerRoll":"","miracleType":"combat","damageDice":"","damageDiceOverpowered":"","damageDiceOverpowered2":""},"effects":[],"sort":0,"ownership":{"default":0,"l74y1UZmsu5KYmeR":3,"Ccm2SWj6Wb78Gkz7":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"exportSource":null,"coreVersion":"13.348","systemId":"fvtt-lethal-fantasy","systemVersion":"13.0.0","createdTime":1757441291674,"modifiedTime":1757441291674,"lastModifiedBy":"Ccm2SWj6Wb78Gkz7"}} {"folder":"R1X91jmdjtxCTnNY","name":"Slumber Charm 5","type":"spell","img":"systems/fvtt-lethal-fantasy/assets/icons/icon_spell.webp","_id":"5eRvwdJHJY33AKxQ","system":{"description":"Effects: Targets who fail the saving throw will fall asleep. This is a natural sleep and will feel as if they are tired and naturally dozing off. Those in relaxed, sleeping, siting, or lounging positions receive a willpower saving throw upon the spell being cast. Targets standing who fall asleep will fall over and must make a saving throw with favor. If they fail, the spell works, and they fall asleep and fall to the ground. They wake up lying on the floor, disoriented for 2D6 seconds, and cannot roll initiative or attack until the disorientation wears off or they are attacked. Those asleep because of this spell are asleep, but anyone can wake them up like any other sleeping being. The sleep is deep and awakening leaves the target disoriented for 2D6 seconds. During this disorientation, they may not roll initiative. Once attacked (hit or missed) they are active on the next second and combat begins as normal. While disoriented, they can defend themselves but do so with disfavor.
Caster must clearly indicate the targets to be affected and in what order. The Game Magistrate then applies the spell to those targets, in the order indicated, until the hit point maximum is reached. If the target is close to the hit point limit, such as having 30 points left to affect, and the monster has 31, the spell has no effect, and the spell simply fails with no impact on the target.
Those making their saving throw will feel drowsy but will shake it off but not be the wiser to the magical attack. Magic-users who have this spell in their spell book will automatically know of the failed magical attack and the nature of the attempt. This knowledge may do them little good if they fail the saving throw and fall asleep, as the spell still affects them. Magic-users who pass their saving throw may then alert or awaken those around them.
This spell is ineffective against the undead or any opponent who does not sleep.
Effects: The character whispers to a target so only that target can hear, as if the message was whispered directly into their ear. With extra aether points, the whisper reaches 200 feet, though its base range is 100 feet. The voice is that of the caster or any other voice they can utter. The message must be a single, simple sentence.
","level":1,"cost":1,"memorized":false,"components":{"verbal":true,"somatic":true,"material":false,"catalyst":false},"castingTime":"2 Seconds","spellRange":"100 Feet","areaAffected":"Directed at One Target","duration":"Instant","savingThrow":"NONE","extraAetherPoints":"Add 1 aether points to increase the range of the spell to 200 feet","materialComponent":"","attackRoll":"","powerRoll":"","catalyst":"","criticalType":"electric","costOverpowered":0,"costOverpowered2":0,"damageDice":"","damageDiceOverpowered":"","damageDiceOverpowered2":""},"effects":[],"sort":1600000,"ownership":{"default":0,"l74y1UZmsu5KYmeR":3,"Ccm2SWj6Wb78Gkz7":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"exportSource":null,"coreVersion":"13.348","systemId":"fvtt-lethal-fantasy","systemVersion":"13.0.0","createdTime":1757441288902,"modifiedTime":1757441288902,"lastModifiedBy":"Ccm2SWj6Wb78Gkz7"}} {"folder":"37mu4dxsSuftlnmP","name":"Cure Disease (Ritual of Faith)","type":"miracle","img":"systems/fvtt-lethal-fantasy/assets/icons/icon_miracle.webp","_id":"5kBjvPvcOrjqDcyV","system":{"description":"EFFECT: Cures disease if the cleric can roll higher on their miracle roll than the morbidity level of the disease. The cleric adds their level (one of the few areas where the caster’s actual level is added, not a modifier) to the D20E roll, and they add their charisma and level modifier to summoning miracles. To remove and cure the disease, the roll must exceed (ties go to the disease) the Morbidity level of the disease. Clerics can only try to remove a disease once and if they fail, they must wait until they gain a level to attempt again (likely the victim is dead by this time). The GM sets the morbidity level based upon the disease that was contracted and all LETHAL FANTASY adventures and modules will have specific details as to disease and their morbidity. Clerics that also have medical skill of 80 or higher make this curing roll with favor.
","level":8,"components":{"verbal":true,"somatic":true,"material":false,"catalyst":false,"religious":true},"prayerTime":"900","miracleRange":"Touch","areaAffected":"One Mortal","duration":"Instant","savingThrow":"SPECIAL (Miracle Must Overcome the Morbidity Level of the Disease)","materialComponent":"","catalyst":"","attackRoll":"","powerRoll":"","miracleType":"ritualfaith","damageDice":"","damageDiceOverpowered":"","damageDiceOverpowered2":""},"effects":[],"sort":0,"ownership":{"default":0,"l74y1UZmsu5KYmeR":3,"Ccm2SWj6Wb78Gkz7":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"exportSource":null,"coreVersion":"13.348","systemId":"fvtt-lethal-fantasy","systemVersion":"13.0.0","createdTime":1757441291674,"modifiedTime":1757441291674,"lastModifiedBy":"Ccm2SWj6Wb78Gkz7"}} {"folder":"37mu4dxsSuftlnmP","name":"Enflame Blade II (Non-Combat)","type":"miracle","img":"systems/fvtt-lethal-fantasy/assets/icons/icon_miracle.webp","_id":"5xM0NpWm0ZczL8QC","system":{"description":"EFFECT: The cleric calls fire to weapons so that fire damage of 1D8 augments the weapons damage. The weapons still do their normal damage but add the 1D8 fire damage. Because the weapons’ fire is subtle and only flares up when a target is hit, they don’t provide enough light for travel or even for clear combat vision. The cleric should grant those with the weapons a D8 to represent this augmentation. For this purpose, a red D8 is suggested.
","level":16,"components":{"verbal":true,"somatic":true,"material":false,"catalyst":false,"religious":true},"prayerTime":"120","miracleRange":"20 Feet","areaAffected":"One to Six Weapons (10 Divinity Levels per Weapons) Only One Such Miracle Can Be Active at Once and All Weapons Affected Have the Same Duration","duration":"20 Plus D100 Minutes of Real Time. Kept by the Cleric.","savingThrow":"NONE","materialComponent":"","catalyst":"","attackRoll":"","powerRoll":"","miracleType":"noncombat","damageDice":"","damageDiceOverpowered":"","damageDiceOverpowered2":""},"effects":[],"sort":0,"ownership":{"default":0,"l74y1UZmsu5KYmeR":3,"Ccm2SWj6Wb78Gkz7":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"exportSource":null,"coreVersion":"13.348","systemId":"fvtt-lethal-fantasy","systemVersion":"13.0.0","createdTime":1757441291674,"modifiedTime":1757441291674,"lastModifiedBy":"Ccm2SWj6Wb78Gkz7"}} {"folder":"R1X91jmdjtxCTnNY","name":"Sapping Hex","type":"spell","img":"systems/fvtt-lethal-fantasy/assets/icons/icon_spell.webp","_id":"5xQ1XapzaR7FkExB","system":{"description":"Effects: The spell reduces the strength of the target to 10/00 for the duration of the spell. This spell weakens a very strong opponent to a much weaker state to allow the caster or allies to defeat the enemy. The primary bonus would be to reduce the attack and damage bonuses of the target to zero.
This spell does not raise the strength of a target who has less than a 10/00 strength.
EFFECT: The summoner coats the weapon or weapons with a metal of their specification. Gold, silver, platinum, copper, iron, or cold iron. This miracle makes available weapons have properties that may be advantageous based upon the expected enemy. Some supernatural enemies have weaknesses to particular substances, and this allows the mortals weapons to have that needed property.
","level":5,"components":{"verbal":true,"somatic":true,"material":false,"catalyst":false,"religious":true},"prayerTime":"300","miracleRange":"5 Feet","areaAffected":"One Weapon. Up to Six Weapons, Only One Such Miracle Can Be Active at Once","duration":"30+1D100E Minutes of Real Time. Kept by the Cleric.","savingThrow":"NONE","materialComponent":"","catalyst":"","attackRoll":"","powerRoll":"","miracleType":"noncombat","damageDice":"","damageDiceOverpowered":"","damageDiceOverpowered2":""},"effects":[],"sort":0,"ownership":{"default":0,"l74y1UZmsu5KYmeR":3,"Ccm2SWj6Wb78Gkz7":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"exportSource":null,"coreVersion":"13.348","systemId":"fvtt-lethal-fantasy","systemVersion":"13.0.0","createdTime":1757441291674,"modifiedTime":1757441291674,"lastModifiedBy":"Ccm2SWj6Wb78Gkz7"}} {"name":"Ward of Force II","type":"spell","img":"systems/fvtt-lethal-fantasy/assets/icons/icon_spell.webp","system":{"description":"Effects: The spell creates an invisible barrier around its target, granting it 4 damage resistance. Does not make the protected mortal harder to hit. The spell grants a barrier to damage. The barrier protects from all physical attacks but does not protect from the effects of heat or cold if those effects occur without a physical impact.
The spell must provide the same protections for all targets of the spell. The spell will start and expire at the same time for all those protected.
Extra Aether Points: Add 10 aether points per mortal for 5 DR granted, add 20 aether points per mortal for 6 DR granted. This is the maximum that can be added to this spell.
","level":10,"cost":10,"components":{"verbal":true,"somatic":true,"material":true,"catalyst":false},"castingTime":"1","spellRange":"75","areaAffected":"1-6 Mortals","duration":"30 + D20E Real Time Minutes","savingThrow":"None","extraAetherPoints":"10 for 5 DR, 20 for 6 DR","materialComponent":"Polished Quartz Stone For Each Mortal","attackRoll":"","powerRoll":"","criticalType":"none","memorized":false,"catalyst":"","costOverpowered":0,"costOverpowered2":0,"damageDice":"","damageDiceOverpowered":"","damageDiceOverpowered2":""},"effects":[],"folder":"R1X91jmdjtxCTnNY","sort":8000000,"ownership":{"default":0,"Ccm2SWj6Wb78Gkz7":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":"Item.xNjt5TBIJru6lGJq","exportSource":null,"coreVersion":"13.348","systemId":"fvtt-lethal-fantasy","systemVersion":"13.0.0","createdTime":1757441288902,"modifiedTime":1757441288902,"lastModifiedBy":"Ccm2SWj6Wb78Gkz7"},"_id":"6HRtP1qiHSLJWOw7"} {"folder":"37mu4dxsSuftlnmP","name":"Smash to Sharp (Non-Combat)","type":"miracle","img":"systems/fvtt-lethal-fantasy/assets/icons/icon_miracle.webp","_id":"6ec2lXtk8TtaTEe7","system":{"description":"EFFECT: The prayer is to change a Blunt-weapon to a sharp bladed-weapon. While the prayer changes the type of damage, the total damage remains the same, and no modifiers are altered. This is a miracle summoned if the nature of the weapon is important for the purpose or enemy the weapon is being used
","level":6,"components":{"verbal":true,"somatic":true,"material":false,"catalyst":false,"religious":true},"prayerTime":"120","miracleRange":"Touch","areaAffected":"One Weapon. Up to Six Weapons, Only One Such Miracle Can Be Active at Once","duration":"30 Plus 1D100E Minutes of Real Time. Kept by the Cleric","savingThrow":"NONE","materialComponent":"","catalyst":"","attackRoll":"","powerRoll":"","miracleType":"noncombat","damageDice":"","damageDiceOverpowered":"","damageDiceOverpowered2":""},"effects":[],"sort":0,"ownership":{"default":0,"l74y1UZmsu5KYmeR":3,"Ccm2SWj6Wb78Gkz7":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"exportSource":null,"coreVersion":"13.348","systemId":"fvtt-lethal-fantasy","systemVersion":"13.0.0","createdTime":1757441291674,"modifiedTime":1757441291674,"lastModifiedBy":"Ccm2SWj6Wb78Gkz7"}} {"folder":"R1X91jmdjtxCTnNY","name":"Scorching Ray 2","type":"spell","img":"systems/fvtt-lethal-fantasy/assets/icons/icon_spell.webp","_id":"6fesZzbHdTLNnsA3","system":{"description":"Critical: Fire
Effect: This spell creates a 10-foot by 5-foot stream of searing fire in front of the caster. The heat of the fire causes damage to all within the stream. Those attacked may try to leap to safety and negate the attack with a successful DODGE saving throw if there is an available area to move to safety. If there is no room to jump back or to the side (cannot jump toward caster), such as in a narrow hallway, then the best a defender can do is avoid some of the heat and sustain ½ damage rounded down. Damage is 4D6E for the searing flame.
Defenders who are wearing cloth armor or clothing catch fire if they take the full brunt of the searing fire, but avoid fire if they negate damage or take ½ damage. The fire will burn for 10 seconds or until the defender spends 1D6 seconds putting out the fire. If the fire burns for the full 10 seconds, then the character takes 1D4E added damage.
The spell is a magical attack with a dodge saving throw to negate or ½ damage. This spell can cause magic vital or lethal strikes.
Armor, shield, or natural damage reduction do not block damage from this spell.
Characters should describe the hand gesture that produces the flame and depict the flame that is produced. The color and description of the flame is up to the character and are part of the character’s individuality that makes them a unique part of the game.
Effects: Caster can teleport themselves and party members up to six mortals to any place the caster can see that is within 100 feet of their current location. Takes normal gear and anything they can lift and carry with them but will not teleport items touched or ridden such as mounts, wagons, or boats.
EFFECT: Creates a religious icon or holy symbol of the designated symbol or holy item of the divine being. This could be a weapon, a handheld item, an amulet, or other item chosen by the divine being. Most novice clerics receive their holy symbol from their church, and losing the item is an embarrassing situation. Holy symbols (sometimes referred to as holy icons) are required for many miracles and require a 13th level cleric to create these divine icons.
Can only create a religious icon for the divine being they worship.
Ritual must take place in a church dedicated to the faith of the divine being.
Great role-playing opportunity to find a new holy symbol that was taken, destroyed or lost.
Effects: The caster may move through stone, brick, mortar, rock at a walking pace. Once inside the stone, the caster moves more like flying or swimming than walking, as they may move up or down as well as horizontally. When encased in stone, their sight disappears, but, strangely, they can still hear and be guided by sound. One drawback of this power is the possibility of walking out of the stone where there is no floor and falling to their death. A stone walker could walk out into deep water, lava, or a monster’s lair. All casters should be cautious using this spell in areas not well known, you never know what the next step will bring.
","level":13,"cost":13,"memorized":false,"components":{"verbal":true,"somatic":true,"material":true,"catalyst":false},"castingTime":"5 Seconds","spellRange":"Caster","areaAffected":"Caster","duration":"20 Plus 1D100 Minutes of Real Time Kept by the GM","savingThrow":"NONE","extraAetherPoints":"Add 7 aether points to add 1D20 to the duration of the spell. The caster must spend the points at the time of casting, not later, to add time to the spell. Maximum overpowering of the spell is 2D20 minutes for 14 aether points. Maximum cost of 27 aether points.","materialComponent":"Piece of Stone or Brick","attackRoll":"","powerRoll":"","criticalType":"none","catalyst":"","costOverpowered":0,"costOverpowered2":0,"damageDice":"","damageDiceOverpowered":"","damageDiceOverpowered2":""},"effects":[],"sort":0,"ownership":{"default":0,"l74y1UZmsu5KYmeR":3,"Ccm2SWj6Wb78Gkz7":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"exportSource":null,"coreVersion":"13.348","systemId":"fvtt-lethal-fantasy","systemVersion":"13.0.0","createdTime":1757441288902,"modifiedTime":1757441288902,"lastModifiedBy":"Ccm2SWj6Wb78Gkz7"}} {"folder":"37mu4dxsSuftlnmP","name":"Purify Sustenance (Non-Combat)","type":"miracle","img":"systems/fvtt-lethal-fantasy/assets/icons/icon_miracle.webp","_id":"7r1kJeUhYczDL6We","system":{"description":"EFFECT: This miracle can restore poisoned or rot-infected food to its original form. The food is edible and useable for sustenance. The miracle does not improve its original quality or taste, but removes all poison, disease or rot, including removal of maggots or other parasites.
The miracle cannot remove magical effects on the food or traps besides poison that are set on the food. This food is not “holy food.”
Effects: The spell puts a target with up to 100 hit points into unnatural sleep, and they cannot be awakened until the magic-user stops focusing on the effect or somehow cannot focus on the spell anymore. The total put into the spell and target must be designated prior to casting the spell and if the target has more hit points than aether points allotted, then the intended victim shakes off the drowsy feeling and is now alerted that something is not right (GM will need to access the target and their situation and make a role-play decision). The aether points are lost. Those who succeed on their saving throws are alerted to a feeling of unease but do not know specifically what attacked them. Magic users with this spell in their spell book will automatically know the attempt and know the spell that was cast upon them.
Once the focus stops, the target remains asleep naturally, and they can be awakened like any other sleeping being of their type (mortal, monster, or animal).
The spell has no verbal component to not wake or alert the target.
Standing targets and those not in a relaxed position will fall to the ground, fall over in their seat, or otherwise pass out. This will not awaken them if they fail their saving throw, but if there are others who may see or hear this, they should get a perception roll to see if they noticed something amiss.
This spell is ineffective against the undead or any opponent who does not sleep.
Victims of this spell are treated as helpless targets for purposes of attack and are subject to execution.
Effects: Targets who fail the saving throw will fall asleep. This is a natural sleep and will feel as if they are tired and naturally dozing off. Those in relaxed, sleeping, siting, or lounging positions receive a willpower saving throw upon the spell being cast. Targets standing who fall asleep will fall over and must make a saving throw with favor. If they fail, the spell works, and they fall asleep and fall to the ground. They wake up lying on the floor, disoriented for 2D6 seconds, and cannot roll initiative or attack until the disorientation wears off or they are attacked. Those asleep because of this spell are asleep, but anyone can wake them up like any other sleeping being. The sleep is deep and awakening leaves the target disoriented for 2D6 seconds. During this disorientation, they may not roll initiative. Once attacked (hit or missed) they are active on the next second and combat begins as normal. While disoriented, they can defend themselves but do so with disfavor.
Caster must clearly indicate the targets to be affected and in what order. The Game Magistrate then applies the spell to those targets, in the order indicated, until the hit point maximum is reached. If the target is close to the hit point limit, such as having 30 points left to affect, and the monster has 31, the spell has no effect, and the spell simply fails with no impact on the target.
Those making their saving throw will feel drowsy but will shake it off but not be the wiser to the magical attack. Magic-users who have this spell in their spell book will automatically know of the failed magical attack and the nature of the attempt. This knowledge may do them little good if they fail the saving throw and fall asleep, as the spell still affects them. Magic-users who pass their saving throw may then alert or awaken those around them.
This spell is ineffective against the undead or any opponent who does not sleep.
Effects: Returns a mortal petrified or turned to stone mortal to their previous form and condition. Only one attempt can be made unless the caster levels up and has a greater chance to remove the affliction. Those restored who have spent many years petrified are often insane as they cannot sleep or even close their eyes while petrified, and the effect of this on a mortal mind can be devastating.
","level":16,"cost":16,"memorized":false,"components":{"verbal":true,"somatic":true,"material":true,"catalyst":false},"castingTime":"10 Seconds","spellRange":"20 Feet","areaAffected":"One Petrified or Stone Mortal","duration":"Permanent","savingThrow":"Special. Must roll higher on casting roll than the petrifaction roll of the being or creature who caused the petrification. Caster can only attempt this once unless they level up and increase their chance of removing the petrification.","extraAetherPoints":"Add 5 aether points to add +1 to the attempt with no maximum except the number of points the magic-user possesses","materialComponent":"Eye of Basilisk, Gorgon, or Cockatrice","attackRoll":"","powerRoll":"","criticalType":"none","catalyst":"","costOverpowered":0,"costOverpowered2":0,"damageDice":"","damageDiceOverpowered":"","damageDiceOverpowered2":""},"effects":[],"sort":0,"ownership":{"default":0,"l74y1UZmsu5KYmeR":3,"Ccm2SWj6Wb78Gkz7":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"exportSource":null,"coreVersion":"13.348","systemId":"fvtt-lethal-fantasy","systemVersion":"13.0.0","createdTime":1757441288902,"modifiedTime":1757441288902,"lastModifiedBy":"Ccm2SWj6Wb78Gkz7"}} {"name":"Allseer's Sight","type":"spell","img":"systems/fvtt-lethal-fantasy/assets/icons/icon_spell.webp","_id":"8Xh2UPHxT8ynmPId","system":{"description":"Effects: Using a crystal ball, the caster can view places the caster is familiar with. A well-known location is necessary so that the magic user can locate the place via magical lay-lines and the interventional flows of magic. The caster gets a sweeping and moving overview of the general status of the place, including hearing sounds and smelling odors. The spell can see inside specific rooms and locations if the caster is familiar with the location. One visit to a location is not enough, as this requires genuine and significant knowledge of a place. The GM determines the necessary level of knowledge. Lower levels of knowledge would allow lower levels of viewing. Knowing a city likely allows you an overhead view of a city to see if it appears safe and not under siege. Knowing a specific room that you have been in many times would allow a look into that room.
There is no distance restriction to this spell.
The caster must clearly state where they wish to view, and the spell only allows viewing into that location and cannot change to another view without casting the spell a second time and spending the aether points.
Effects: The caster focuses their arcane will upon the target, attacking their central nervous system, freezing their nerves, and eliminating their ability to move. This effect lasts until the caster breaks concentration or is killed or disabled. The ability to cause paralysis is limited to creatures or mortal that are no more than double the characters maximum hit point total.
If the caster gets out of range of the target, the paralysis drops, and they cannot cast another spell or attack while maintaining the focus.
Characters who successfully save vs the effect will not realize the attempt occurred unless they are magic-users with the spell in their spell book. Magic-users with the spell realize and recognize the attempt, successful or not.
The spell does not affect the undead or creatures without living central nervous systems such as plant creatures.
EFFECT: The dead mortal will awaken with their consciousness, and spirit called back to their body. They will say their name and when they died. “I am Sir Everett Balfour. I died on the 5th day of Thariel in the year 4967 A.F.” They will then be compelled to answer 3 questions for the cleric that called them back from the afterlife. A dead mortal will only respond to questions they had knowledge of before passing. Questions need to be specific, allowing for brief answers. The question cannot call for a narrative or to tell a story. The cleric cannot ask the dead to tell them all about their life, or all about the battle, or everything they know about an event or mortal.
Appropriate Questions:
How did you die?
Who killed you?
Where did you bury the treasure?
Where are you from?
The GM is the ultimate arbiter of what the dead mortal knew and how to answer the question.
EFFECT: Provides 1D12E healing for wounds to all mortals affected at the clerics’ discretion. The cleric can choose to heal one wound or distribute the healing evenly among all wounds. A fully healed wound will spill over and heal any remaining wounds evenly.
","level":18,"components":{"verbal":true,"somatic":true,"material":false,"catalyst":false,"religious":true},"prayerTime":"600","miracleRange":"Touch","areaAffected":"All Mortals Touching or Being Touched by the Cleric.","duration":"Permanent (The Healing Effect Once Begun Takes 10 Seconds to Complete as Wounds Heal and Improve)","savingThrow":"NONE","materialComponent":"","catalyst":"","attackRoll":"","powerRoll":"","miracleType":"noncombat","damageDice":"","damageDiceOverpowered":"","damageDiceOverpowered2":""},"effects":[],"sort":0,"ownership":{"default":0,"l74y1UZmsu5KYmeR":3,"Ccm2SWj6Wb78Gkz7":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"exportSource":null,"coreVersion":"13.348","systemId":"fvtt-lethal-fantasy","systemVersion":"13.0.0","createdTime":1757441291674,"modifiedTime":1757441291674,"lastModifiedBy":"Ccm2SWj6Wb78Gkz7"}} {"folder":"R1X91jmdjtxCTnNY","name":"Shatter Door 1","type":"spell","img":"systems/fvtt-lethal-fantasy/assets/icons/icon_spell.webp","_id":"9If6QABzBl5UvFQq","system":{"description":"Effects: Arcane force attempts to open a door or portal. The spell forces the door with the equivalent of 19 strength for challenge of strength to the door (+8 challenge of strength). Because the spell focuses on the door, allies can contribute their strength to open it alongside the spell’s power. Depending on the size of the door, only 2 characters could push on a standard size door.
Forcing a door requires a challenge of strength. The Game Magistrate will have a preset challenge rating to force the door, or the GM will roll a D20E plus a modifier set by the adventure or the GM. The character must surpass the challenge strength of the door to force the door open by rolling a D20E plus the challenge of strength modifier.
The spell can be part of a group strength challenge.
EFFECT: Creates a divine torch that illuminates in all ways like a normal torch except that it produces no heat and cannot be used to spawn other fires or to cook. The caster can only summon this divine torch once every 8 hours of game time while underground. This restriction is regardless of the power of the cleric. This restriction does not apply if it is simply dark. The restriction applies if the darkness manifests from descending below the surface that mankind walks. In the realm below the surface of the world, where darkness reigns supreme, the Nyctarian hold dominion.
","level":9,"components":{"verbal":true,"somatic":true,"material":false,"catalyst":false,"religious":false},"prayerTime":"5","miracleRange":"10 Feet","areaAffected":"Creates a Divine Torch With a 30 Foot Radius of Light","duration":"30 Plus 1D10 Minutes of Real Time Kept by the GM, not the Cleric. If Underground, the Cleric Can Only Cast This Miracle Once Every 8 Hours. This Is an exception to the Rule That Clerics Keep the Duration of Divine Spells.","savingThrow":"NONE","materialComponent":"","catalyst":"","attackRoll":"","powerRoll":"","miracleType":"combat","damageDice":"","damageDiceOverpowered":"","damageDiceOverpowered2":""},"effects":[],"sort":0,"ownership":{"default":0,"l74y1UZmsu5KYmeR":3,"Ccm2SWj6Wb78Gkz7":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"exportSource":null,"coreVersion":"13.348","systemId":"fvtt-lethal-fantasy","systemVersion":"13.0.0","createdTime":1757441291674,"modifiedTime":1757441291674,"lastModifiedBy":"Ccm2SWj6Wb78Gkz7"}} {"folder":"R1X91jmdjtxCTnNY","name":"Stormskin","type":"spell","img":"systems/fvtt-lethal-fantasy/assets/icons/icon_spell.webp","_id":"AFzmJJxZwpY1LLDz","system":{"description":"Critical: Electric
Effects: The caster creates an electrifying field around themselves. If the caster touches or is touched by anyone, the field will activate. Upon touch the field will surge to that being and cause 2D6E damage. The field is invisible, and neither friend nor foe can see that it is active. Friends who contact the caster unknowingly will be subject to the damage of the field. This creates some danger among the party, as any accidental touching can cause incidental contact and seriously injure an ally.
If a caster has the effect active and gets knocked unconscious, an ally attempting critical care could become the victim of the field as the effect persists through unconsciousness.
The spell is a magical attack with a toughness saving throw to negate damage. This spell can cause magical vital or lethal strikes.
Armor, shield, or natural damage reduction do not block damage from this spell.
Effects: Can detect if there is a magical or divine enchantment about a mortal, item, weapon, room, or other specified area for detection. The detection is nonspecific but simply indicates enchantment. The spell cannot detect if the magic is good or malicious.
","level":1,"cost":1,"memorized":false,"components":{"verbal":true,"somatic":true,"material":false,"catalyst":false},"castingTime":"10 Seconds","spellRange":"100 Feet","areaAffected":"Object or Area of the Magic-User’s Focus","duration":"Focus","savingThrow":"NONE","extraAetherPoints":"Add 1 aether points to add 50 feet of range. The maximum of range of 150 feet for 2 aether points","materialComponent":"","attackRoll":"","powerRoll":"","criticalType":"none","catalyst":"","costOverpowered":0,"costOverpowered2":0,"damageDice":"","damageDiceOverpowered":"","damageDiceOverpowered2":""},"effects":[],"sort":1400000,"ownership":{"default":0,"l74y1UZmsu5KYmeR":3,"Ccm2SWj6Wb78Gkz7":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"exportSource":null,"coreVersion":"13.348","systemId":"fvtt-lethal-fantasy","systemVersion":"13.0.0","createdTime":1757441288902,"modifiedTime":1757441288902,"lastModifiedBy":"Ccm2SWj6Wb78Gkz7"}} {"folder":"37mu4dxsSuftlnmP","name":"Renew the Mind's Fire (Ritual of Faith)","type":"miracle","img":"systems/fvtt-lethal-fantasy/assets/icons/icon_miracle.webp","_id":"AdOmWqLtloSvmPhw","system":{"description":"EFFECT: A neurological or spinal nerve injury will be regenerated to restore function, including lost memories and mobility, in a victim of a brain, spinal, or other neurological injury. The regeneration heals all wounds that have caused a loss of brain or spinal function and will restore the memories, experience, and motor functions lost. Once the target begins the regeneration, they fall into a deep coma and cannot be awakened until fully regenerated. Clerics cannot end the regeneration early, and they cannot awaken the target until the mortal’s neurological function is fully regenerated. This is a dangerous miracle to call unless in a safe and secure location.
","level":20,"components":{"verbal":true,"somatic":true,"material":false,"catalyst":false,"religious":true},"prayerTime":"14400","miracleRange":"Touch","areaAffected":"One Mortal","duration":"Permanent (The Regeneration Effect Once Begun Takes 14 Days to Regenerate the Mortal Neurological Function)","savingThrow":"NONE","materialComponent":"","catalyst":"","attackRoll":"","powerRoll":"","miracleType":"ritualfaith","damageDice":"","damageDiceOverpowered":"","damageDiceOverpowered2":""},"effects":[],"sort":0,"ownership":{"default":0,"l74y1UZmsu5KYmeR":3,"Ccm2SWj6Wb78Gkz7":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"exportSource":null,"coreVersion":"13.348","systemId":"fvtt-lethal-fantasy","systemVersion":"13.0.0","createdTime":1757441291674,"modifiedTime":1757441291674,"lastModifiedBy":"Ccm2SWj6Wb78Gkz7"}} {"folder":"37mu4dxsSuftlnmP","name":"Sacred Life VII (Non-Combat)","type":"miracle","img":"systems/fvtt-lethal-fantasy/assets/icons/icon_miracle.webp","_id":"AtABLusG7Tf3Eayg","system":{"description":"EFFECT: The calling of this miracle grants up to 6 mortals 4D10E hit points. The spell’s false hit points do not heal injuries. Instead, these false hit points are used up before actual hit points are taken from a mortal. When a mortal is struck, and the injury is to the divine granted points, a flash of light will come from the wound, but no blood will appear (unless the wound exceeds the divine life). These hit points are only deducted when the mortal’s DR is exceeded, and they function the same as the mortal’s regular hit points. Flash of pain does not apply to these granted hit points and so the required points for FOP would only occur if actual hit points are taken, not these divine granted hit points. These hit points don’t factor into determining when a FOP roll must be made.
","level":24,"components":{"verbal":true,"somatic":true,"material":false,"catalyst":false,"religious":true},"prayerTime":"300","miracleRange":"20 Feet","areaAffected":"One Mortal or Up to Six Mortals, for 144 Divinity Levels. Only One Such Miracle Can Be Active at Once and All Affected Have the Same Duration.","duration":"20 Plus 1D20 Minutes of Real Time. Kept by the Cleric.","savingThrow":"NONE","materialComponent":"","catalyst":"","attackRoll":"","powerRoll":"","miracleType":"noncombat","damageDice":"","damageDiceOverpowered":"","damageDiceOverpowered2":""},"effects":[],"sort":0,"ownership":{"default":0,"l74y1UZmsu5KYmeR":3,"Ccm2SWj6Wb78Gkz7":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"exportSource":null,"coreVersion":"13.348","systemId":"fvtt-lethal-fantasy","systemVersion":"13.0.0","createdTime":1757441291674,"modifiedTime":1757441291674,"lastModifiedBy":"Ccm2SWj6Wb78Gkz7"}} {"folder":"37mu4dxsSuftlnmP","name":"Frostward IV (Non-Combat)","type":"miracle","img":"systems/fvtt-lethal-fantasy/assets/icons/icon_miracle.webp","_id":"B1NU5DQHcT4cLcou","system":{"description":"EFFECT: The mortal or mortals are extremely resistant to cold and ice. The mortal receives 8 Damage Reduction against all natural, magical, and divine cold and ice attacks.
","level":12,"components":{"verbal":true,"somatic":true,"material":false,"catalyst":false,"religious":true},"prayerTime":"120","miracleRange":"20 Feet","areaAffected":"One to Six Mortals (12 Divinity Levels per Mortal) Only one such miracle can be active at once and all affected have the same duration.","duration":"20 Plus 1D100 Minutes of Real Time. Kept by the Cleric.","savingThrow":"NONE","materialComponent":"","catalyst":"Religious Symbol","attackRoll":"","powerRoll":"","miracleType":"noncombat","damageDice":"","damageDiceOverpowered":"","damageDiceOverpowered2":""},"effects":[],"sort":1900000,"ownership":{"default":0,"l74y1UZmsu5KYmeR":3,"Ccm2SWj6Wb78Gkz7":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"exportSource":null,"coreVersion":"13.348","systemId":"fvtt-lethal-fantasy","systemVersion":"13.0.0","createdTime":1757441291674,"modifiedTime":1757441291674,"lastModifiedBy":"Ccm2SWj6Wb78Gkz7"}} {"name":"Arcane Leap","type":"spell","img":"systems/fvtt-lethal-fantasy/assets/icons/icon_spell.webp","_id":"Ba9AuufFZUzNUW0i","system":{"description":"Effects: Grants powerful jumping ability to the recipient. Can jump straight up 15 feet or make a standing broad jump of 25 feet. Does not increase speed. Running jump will allow a 35-foot broad jump if running or sprinting. Jump height is calculated as if the entire jumper would be 15 feet higher so a jumper could safely land on their feet on a ledge 15 feet over their head.
The spell will start and expire at the same time for all mortals affected.
Effects: The spell reveals to the caster or others target by the spell all invisible or concealed mortals and creatures in the spell's range. This includes those hidden by cloaks, smoke screen, fog or other vision obscuring or restricting forms of cover. The spell does not reveal those simply hiding in the dark. Does not reveal disguise or shapeshifters. The caster sees hidden those concealed as white lines that outline the exact shape of the concealed or hidden beings. This revelation allows attacks with no penalties on those revealed.
The spell will operate for the same duration for all targets. The spell will start and expire at the same time for all targets.
Effects: The spell creates an invisible barrier around its target, granting it 6 damage resistance. Does not make the protected mortal harder to hit. The spell grants a barrier to damage. The barrier protects from all physical attacks but does not protect from the effects of heat or cold if those effects occur without a physical impact.
The spell must provide the same protections for all targets of the spell. The spell will start and expire at the same time for all those protected.
Extra Aether Points: Add 30 aether points per mortal for 7 DR granted, add 40 aether points per mortal for 8 DR granted. This is the maximum that can be added to this spell.
","level":19,"cost":19,"components":{"verbal":true,"somatic":true,"material":true,"catalyst":false},"castingTime":"1","spellRange":"75","areaAffected":"1-6 Mortals","duration":"30 + D20E Real Time Minutes","savingThrow":"None","extraAetherPoints":"30 for 7 DR, 40 for 8 DR","materialComponent":"Polished Ruby For Each Mortal","attackRoll":"","powerRoll":"","criticalType":"none","memorized":false,"catalyst":"","costOverpowered":0,"costOverpowered2":0,"damageDice":"","damageDiceOverpowered":"","damageDiceOverpowered2":""},"effects":[],"folder":"R1X91jmdjtxCTnNY","sort":7900000,"ownership":{"default":0,"Ccm2SWj6Wb78Gkz7":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":"Item.6HRtP1qiHSLJWOw7","exportSource":null,"coreVersion":"13.348","systemId":"fvtt-lethal-fantasy","systemVersion":"13.0.0","createdTime":1757441288902,"modifiedTime":1757441288902,"lastModifiedBy":"Ccm2SWj6Wb78Gkz7"},"_id":"BgO9tZ0lXeY5LqNA"} {"folder":"R1X91jmdjtxCTnNY","name":"Scorching Ray 1","type":"spell","img":"systems/fvtt-lethal-fantasy/assets/icons/icon_spell.webp","_id":"BlwZB5rDbAQ85xgn","system":{"description":"Critical: Fire
Effects: This spell creates a 10-foot by 5-foot stream of searing fire in front of the caster. The heat of the fire causes damage to all within the stream. Those attacked may try to leap to safety and negate the attack with a successful DODGE saving throw if there is an available area to move to safety. If there is no room to jump back or to the side (cannot jump toward caster), such as in a narrow hallway, then the best a defender can do is avoid some of the heat and sustain ½ damage rounded down. Damage is 2D6E for the searing flame.
Defenders who are wearing cloth armor or clothing catch fire if they take the full brunt of the searing fire, but avoid fire if they negate damage or take ½ damage. The fire will burn for 10 seconds or until the defender spends 1D6 seconds putting out the fire. If the fire burns for the full 10 seconds, then the character takes 1D4E added damage.
The spell is a magical attack with a dodge saving throw to negate or ½ damage. This spell can cause magic vital or lethal strikes.
Armor, shield, or natural damage reduction do not block damage from this spell.
Characters should describe the hand gesture that produces the flame and depict the flame that is produced. The color and description of the flame is up to the character and are part of the character’s individuality that makes them a unique part of the game.
Effects: The spell grants the target 15 damage reduction to all forms of fire, including magical fires. This damage reduction applies individually to each fire attack.
If the spell is overpowered, the caster can protect themselves and more than one other individual.
All spells expire at the same time, regardless of when they were cast. The currently active spell always controls termination of the spell. If a new fire protection spell is cast, and the older spell has 2 minutes remaining, the older spell determines how long the new spell will last. It is advisable to let existing fire protection spells expire and start the process over. The caster can end the spell early and recast on a larger group. Regardless of how many spells are cast, the maximum number of persons one magic-user can grant fire protection to is 6 and they will always expire at the same time.
Effects: Repairs or joins items of rope, string, clothing, glass, or ceramics including shattered or shredded items but not those burnt or disintegrated. The spell cannot repair metal of any kind. This spell could join sections of rope or expand a blanket. The spell will not make fine items of clothing or art.
","level":2,"cost":2,"memorized":false,"components":{"verbal":true,"somatic":true,"material":true,"catalyst":false},"castingTime":"10 Seconds","spellRange":"10 Feet","areaAffected":"One Item or Object That Will Fit Into a 2 Foot x 2 Foot Box","duration":"Permanent","savingThrow":"NONE","extraAetherPoints":"2 aether points will increase the area of effect to a 3-foot x 3-foot box. This is the maximum power of the spell","materialComponent":"Needle","attackRoll":"","powerRoll":"","criticalType":"none","catalyst":"","costOverpowered":0,"costOverpowered2":0,"damageDice":"","damageDiceOverpowered":"","damageDiceOverpowered2":""},"effects":[],"sort":0,"ownership":{"default":0,"l74y1UZmsu5KYmeR":3,"Ccm2SWj6Wb78Gkz7":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"exportSource":null,"coreVersion":"13.348","systemId":"fvtt-lethal-fantasy","systemVersion":"13.0.0","createdTime":1757441288902,"modifiedTime":1757441288902,"lastModifiedBy":"Ccm2SWj6Wb78Gkz7"}} {"folder":"R1X91jmdjtxCTnNY","name":"Slumber Charm 4","type":"spell","img":"systems/fvtt-lethal-fantasy/assets/icons/icon_spell.webp","_id":"CoekmpJkCOLYckc0","system":{"description":"Effects: Targets who fail the saving throw will fall asleep. This is a natural sleep and will feel as if they are tired and naturally dozing off. Those in relaxed, sleeping, siting, or lounging positions receive a willpower saving throw upon the spell being cast. Targets standing who fall asleep will fall over and must make a saving throw with favor. If they fail, the spell works, and they fall asleep and fall to the ground. They wake up lying on the floor, disoriented for 2D6 seconds, and cannot roll initiative or attack until the disorientation wears off or they are attacked. Those asleep because of this spell are asleep, but anyone can wake them up like any other sleeping being. The sleep is deep and awakening leaves the target disoriented for 2D6 seconds. During this disorientation, they may not roll initiative. Once attacked (hit or missed) they are active on the next second and combat begins as normal. While disoriented, they can defend themselves but do so with disfavor.
Caster must clearly indicate the targets to be affected and in what order. The Game Magistrate then applies the spell to those targets, in the order indicated, until the hit point maximum is reached. If the target is close to the hit point limit, such as having 30 points left to affect, and the monster has 31, the spell has no effect, and the spell simply fails with no impact on the target.
Those making their saving throw will feel drowsy but will shake it off but not be the wiser to the magical attack. Magic-users who have this spell in their spell book will automatically know of the failed magical attack and the nature of the attempt. This knowledge may do them little good if they fail the saving throw and fall asleep, as the spell still affects them. Magic-users who pass their saving throw may then alert or awaken those around them.
This spell is ineffective against the undead or any opponent who does not sleep.
Effects: Repairs non magical armor of all defects and restores it to perfect working order. This effect restores the armor to its original condition. The spell does not change the size or other details of the armor. This spell works on all quality levels of non-magical armor, but it cannot repair magic armor if it has somehow been damaged.
","level":15,"cost":15,"memorized":false,"components":{"verbal":true,"somatic":true,"material":true,"catalyst":false},"castingTime":"30 Seconds","spellRange":"10 Feet","areaAffected":"One Set of Armor","duration":"Permanent","savingThrow":"None","extraAetherPoints":"","materialComponent":"1 Pound of the Material the Armor Is Made From","attackRoll":"","powerRoll":"","criticalType":"none","catalyst":"","costOverpowered":0,"costOverpowered2":0,"damageDice":"","damageDiceOverpowered":"","damageDiceOverpowered2":""},"effects":[],"sort":0,"ownership":{"default":0,"l74y1UZmsu5KYmeR":3,"Ccm2SWj6Wb78Gkz7":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"exportSource":null,"coreVersion":"13.348","systemId":"fvtt-lethal-fantasy","systemVersion":"13.0.0","createdTime":1757441288902,"modifiedTime":1757441288902,"lastModifiedBy":"Ccm2SWj6Wb78Gkz7"}} {"folder":"37mu4dxsSuftlnmP","name":"Stone's Release (Ritual of Faith)","type":"miracle","img":"systems/fvtt-lethal-fantasy/assets/icons/icon_miracle.webp","_id":"D4Q8nQjDNImk9ZHq","system":{"description":"EFFECT: This miracle restores a mortal petrified or turned to stone to their previous form and condition. The petrified mortal will have a petrification number based upon the being that petrified them or turned them to stone. The cleric seeking to reverse this affliction must exceed that number on their casting roll. If this roll is successful, the outer layer of stone or petrifaction falls away, revealing the mortal in their normal healthy form. Those petrified for prolonged periods are often insane as they are aware and conscious of their surroundings the entire time and being held in such a state for many years unable to move or sleep is a torture beyond words. A cleric canonly attempt this once at their current level. If the cleric fails, they may only reattempt the miracle once they have leveled and have a greater connection to their deity.
","level":14,"components":{"verbal":true,"somatic":true,"material":true,"catalyst":false,"religious":true},"prayerTime":"300","miracleRange":"Touch","areaAffected":"One Petrified Mortal","duration":"Instant","savingThrow":"SPECIAL Must Roll Over the Petrification Roll That Caused the Petrification","materialComponent":"Possess a Personal Belonging of the Being Turned to Stone or Petrified","catalyst":"","attackRoll":"","powerRoll":"","miracleType":"ritualfaith","damageDice":"","damageDiceOverpowered":"","damageDiceOverpowered2":""},"effects":[],"sort":0,"ownership":{"default":0,"l74y1UZmsu5KYmeR":3,"Ccm2SWj6Wb78Gkz7":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"exportSource":null,"coreVersion":"13.348","systemId":"fvtt-lethal-fantasy","systemVersion":"13.0.0","createdTime":1757441291674,"modifiedTime":1757441291674,"lastModifiedBy":"Ccm2SWj6Wb78Gkz7"}} {"folder":"37mu4dxsSuftlnmP","name":"Renew the Core (Ritual of Faith)","type":"miracle","img":"systems/fvtt-lethal-fantasy/assets/icons/icon_miracle.webp","_id":"D7TZWOMsWPHd9TM7","system":{"description":"EFFECT: A victim of a wound that has destroyed an organ will regenerate, restoring the function of a destroyed or lost organ, including eyes, ear function, and skin lost from burns caused by fire, acid, or cold. This includes all non neurological injuries to organs. Once regeneration begins, the target falls into a coma and cannot be awakened until the organ is fully regenerated. The cleric cannot end the regeneration early and the target cannot awaken until the organ is fully regenerated. This is a dangerous miracle to summon unless in a safe and secure location.
","level":21,"components":{"verbal":true,"somatic":true,"material":false,"catalyst":false,"religious":true},"prayerTime":"14400","miracleRange":"Touch","areaAffected":"One Mortal","duration":"Permanent (The Regeneration Effect Once Begun Takes 14 Days to Regenerate the Lost Organ)","savingThrow":"NONE","materialComponent":"","catalyst":"","attackRoll":"","powerRoll":"","miracleType":"ritualfaith","damageDice":"","damageDiceOverpowered":"","damageDiceOverpowered2":""},"effects":[],"sort":0,"ownership":{"default":0,"l74y1UZmsu5KYmeR":3,"Ccm2SWj6Wb78Gkz7":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"exportSource":null,"coreVersion":"13.348","systemId":"fvtt-lethal-fantasy","systemVersion":"13.0.0","createdTime":1757441291674,"modifiedTime":1757441291674,"lastModifiedBy":"Ccm2SWj6Wb78Gkz7"}} {"name":"Mage's Might 1","type":"spell","img":"systems/fvtt-lethal-fantasy/assets/icons/icon_spell.webp","_id":"D8qZL7opFpWI6Vv4","system":{"description":"Effects: Grants boost of strength. The effect grants a D4 (non-exploding) bonus to the damage of all martial attacks and to strength challenges. The caster should give the target 1D4 dice to roll with damage and strength challenges.
","level":9,"cost":9,"memorized":false,"components":{"verbal":true,"somatic":true,"material":true,"catalyst":false},"castingTime":"5 Seconds","spellRange":"Touch","areaAffected":"One Mortal or Creature","duration":"10 plus D20E Minutes Real time kept by GM","savingThrow":"NONE","extraAetherPoints":"Add 11 aether points to grant a 1D6 (non-exploding) instead of the 1D4. This is the maximum power of spell. 20 aether points maximum.","materialComponent":"Magic-user enchants dried spinach and asks the target to eat it.","attackRoll":"","powerRoll":"","criticalType":"none","catalyst":"","costOverpowered":0,"costOverpowered2":0,"damageDice":"","damageDiceOverpowered":"","damageDiceOverpowered2":""},"effects":[],"folder":"R1X91jmdjtxCTnNY","sort":7100000,"ownership":{"default":0,"l74y1UZmsu5KYmeR":3,"Ccm2SWj6Wb78Gkz7":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"exportSource":null,"coreVersion":"13.348","systemId":"fvtt-lethal-fantasy","systemVersion":"13.0.0","createdTime":1757441288902,"modifiedTime":1757441288902,"lastModifiedBy":"Ccm2SWj6Wb78Gkz7"}} {"folder":"R1X91jmdjtxCTnNY","name":"Levitate","type":"spell","img":"systems/fvtt-lethal-fantasy/assets/icons/icon_spell.webp","_id":"D9EVd6kSVE6jISCP","system":{"description":"Effects: The character can levitate off the ground and either raise or lower themselves up or down at a rate of 5 feet per second. The levitation cannot move horizontally and the spot at which the character can levitate can be up to 5 feet away from the caster. The caster would cast the spell then step into the designated spot on which they have set the levitation effect.
The levitation cannot move horizontally, and the levitation resists wind as well as physically pushing the character. Horizontal movement is completely prohibited by the spell. The spell acts as an elevator up and down.
The levitation can lift 500 pounds more than the target of the spell, assuming the target can hold that weight. This is not a flying carpet, and anything not attached to the character or held by the character does not levitate. Character could hold an ally or they could hold on to the character and if the weight of the ally and their items is less than 500 pounds (50 load), the spell will lift them. Weight over 500 pounds is too much for the spell and the spell immediately fails. Before attempting to lift, the spell allows the caster to determine if the weight of passengers or items is too much.
If the spell is overpowered, the caster can also make others levitate or increase the maximum lift to 1,000 pounds (100 load). The target receives control of their levitation. Each levitation spell has its own 500-pound weight limit. All levitation spells expire at the same time, even if they were not cast at the same time. The currently active spell always controls termination of the spell even if a new levitation area is summoned and only 2 minutes remain. For this reason, it might be better to let existing levitation zones expire and start the process over.
EFFECT: Calls fire down upon the cleric to burn the enemies of the cleric. The cleric’s fire deals 10D10 fire damage to all mortals and creatures within the radius. The fire call engulfs and burns all burnable objects within the radius. To avoid damage, a character must avoid the blast. Characters should position themselves on the battle map where they could have avoided the blast. The object or circumstance of protection must be within 5 feet at the time the blast erupts. If there is no possibility of getting outside the radius (room or hallway too small). The save will only cut the damage in half. This is a GM determination based on location and setting of the battle.
The cleric and others who have been proselytized into the cleric’s faith are immune to the fire.
This miracle or call burn or call inferno can be called only once per game session.
Critical: None
Effects: The character transfers hit points from themselves to the target that heals the target. The transfer will stabilize a dying mortal or heal a wound. The transfer inflicts 1D100 damage to the caster and grants full hit point restoration to the target.
No DR or other defensive spells or abilities will shield the caster from this self-inflicted damage.
Effects: This spell creates an alarm around the campsite, alerting everyone inside the dome if a creature taller than 6 inches breaks through the barrier. The loud alarm, audible for 300 feet, will wake everyone asleep within the dome. The alarm can be problematic if the party is hiding or trying to keep a low profile. This alarm will alert the party, as well as any enemies and every other creature within 300 feet. Small animals and rodents can set the alarm off and can become a problem both in getting a night's sleep, and the alarm becomes more of a beacon to nearby monsters and enemies than an effective alarm. While the caster may allow party members to pass through the barrier without triggering the alarm, they must state this explicitly at the time of casting. The caster can also announce certain known animals from setting off the alarm. It is necessary for a caster to have personal knowledge of the creatures or animals. The animal does not have to be present at the site, but the caster must have seen it previously.
The caster can effectively eliminate small animals and creatures that are common to the terrain.
EFFECT: The caster protects the mortal or mortals from cold or heat (clerics choice). Cold protection extends to negative 50F (negative 45.5 C) and heat protection to 140F (60 C). If the mortal is by attacked with magical heat or cold attacks, the miracle grants 1DR to those attacks. The DR lasts until the miracle expires or is dismissed. Does not stack with cold or fire walk or other DR provided by arcane or divine spells or miracles.
","level":2,"components":{"verbal":true,"somatic":true,"material":false,"catalyst":false,"religious":false},"prayerTime":"60","miracleRange":"20 Feet","areaAffected":"One Mortal, Up to Six Mortals, for 12 Divinity Levels. Only One Such Miracle Can Be Active at Once and All Affected Have the Same Duration.","duration":"30 Plus 1D100 Minutes of Real Time. Kept by the Cleric.","savingThrow":"NONE","materialComponent":"","catalyst":"","attackRoll":"","powerRoll":"","miracleType":"noncombat","damageDice":"","damageDiceOverpowered":"","damageDiceOverpowered2":""},"effects":[],"sort":0,"ownership":{"default":0,"l74y1UZmsu5KYmeR":3,"Ccm2SWj6Wb78Gkz7":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"exportSource":null,"coreVersion":"13.348","systemId":"fvtt-lethal-fantasy","systemVersion":"13.0.0","createdTime":1757441291674,"modifiedTime":1757441291674,"lastModifiedBy":"Ccm2SWj6Wb78Gkz7"}} {"folder":"R1X91jmdjtxCTnNY","name":"Vital Exchange 2","type":"spell","img":"systems/fvtt-lethal-fantasy/assets/icons/icon_spell.webp","_id":"Ez6u1Mr30cLgAe4V","system":{"description":"Critical: None
Effects: The character transfers hit points from themselves to the target that heals a wound chosen by the caster. The transfer will stabilize a dying mortal or heal a wound. The transfer inflicts 1D6 damage to the caster and grants those hit points to the target.
No DR or other defensive spells or abilities will shield the caster from this self-inflicted damage.
Effects: Grants the ability to see heat sources in the dark. The vision that is granted allows the target to see things colder or hotter than the ambient temperature. Things that are the same temperature as the surroundings, such as the undead, will be invisible to this vision. The view of nonliving objects like walls, furniture, and other items like weapons and armor can reveal few details. You cannot differentiate coins by sight, as they all appear the same. The spell will allow combat with living warm-blooded creatures in the dark without penalty, but traveling and performing other tasks in darkness is exceedingly difficult. Some things will be visible without detail and some things with ambient temperatures near the rest of the area will not be visible. The spell will end when it expires, or the caster dismisses the effect. Non caster targets of the spell cannot control its duration and cannot remove the spell themselves.
Using regular light or walking into daylight makes the spell ineffective, and vision will be as normal. The effect only operates in darkness.
If the spell is overpowered, the caster can use thermovision on more than one person, including themselves. All spells expire at the same time, regardless of when they were cast. The currently active spell always controls termination of the spell. If a new thermovision spell is cast with 2 minutes remaining on the older spell, the older spell will determine the duration of the new spell. It is advisable to let existing thermovision spells expire and start the process over. The caster can end the spell early and recast on a larger group. Regardless of how many spells are cast, the maximum number of persons one magic-user can grant thermovision to is 6 and they will always expire at the same time.
EFFECT: The calling of this miracle grants up to 6 mortals 3D10E hit points. The spell’s false hit points do not heal injuries. Instead, these false hit points are used up before actual hit points are taken from a mortal. When a mortal is struck, and the injury is to the divine granted points, a flash of light will come from the wound, but no blood will appear (unless the wound exceeds the divine life). These hit points are only deducted when the mortal’s DR is exceeded, and they function the same as the mortal’s regular hit points. Flash of pain does not apply to these granted hit points and so the required points for FOP would only occur if actual hit points are taken, not these divine granted hit points. These hit points don’t factor into determining when a FOP roll must be made.
","level":21,"components":{"verbal":true,"somatic":true,"material":false,"catalyst":false,"religious":true},"prayerTime":"300","miracleRange":"20 Feet","areaAffected":"One Mortal or Up to Six Mortals, for 126 Divinity Levels. Only One Such Miracle Can Be Active at Once and All Affected Have the Same Duration.","duration":"20 Plus 1D20 Minutes of Real Time. Kept by the Cleric","savingThrow":"NONE","materialComponent":"","catalyst":"","attackRoll":"","powerRoll":"","miracleType":"noncombat","damageDice":"","damageDiceOverpowered":"","damageDiceOverpowered2":""},"effects":[],"sort":0,"ownership":{"default":0,"l74y1UZmsu5KYmeR":3,"Ccm2SWj6Wb78Gkz7":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"exportSource":null,"coreVersion":"13.348","systemId":"fvtt-lethal-fantasy","systemVersion":"13.0.0","createdTime":1757441291674,"modifiedTime":1757441291674,"lastModifiedBy":"Ccm2SWj6Wb78Gkz7"}} {"folder":"37mu4dxsSuftlnmP","name":"Judgment VI (Combat)","type":"miracle","img":"systems/fvtt-lethal-fantasy/assets/icons/icon_miracle.webp","_id":"FUK4TGfnbO2YrK9Y","system":{"description":"EFFECT: Causes 2D10 fire damage 2D12 to undead. Smite empowers a melee attack with divine power and attaches to the clerics’ next attack following the completion of the prayer. The attack automatically causes damage if the cleric scores a hit (including a shield hit) and causes the 2D10 damage (2D12 vs undead). A missed attack by the cleric results in the loss of the miracle. The damage is separate from damage inflicted by the melee weapon and should be applied separately for damage resistance. Fire and heat damage resistance stops this attack, but physical damage resistance does not affect it because it bypasses all physical damage resistance, including armor and shields. Divine smites damage does not explode and cannot cause a lethal or vital strike.
","level":23,"components":{"verbal":true,"somatic":true,"material":true,"catalyst":false,"religious":false},"prayerTime":"2","miracleRange":"Hit With Weapon","areaAffected":"One Targeted Mortal or Monster","duration":"Instant","savingThrow":"NONE","materialComponent":"Weapon to Attack","catalyst":"","attackRoll":"","powerRoll":"","miracleType":"combat","damageDice":"","damageDiceOverpowered":"","damageDiceOverpowered2":""},"effects":[],"sort":0,"ownership":{"default":0,"l74y1UZmsu5KYmeR":3,"Ccm2SWj6Wb78Gkz7":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"exportSource":null,"coreVersion":"13.348","systemId":"fvtt-lethal-fantasy","systemVersion":"13.0.0","createdTime":1757441291674,"modifiedTime":1757441291674,"lastModifiedBy":"Ccm2SWj6Wb78Gkz7"}} {"folder":"R1X91jmdjtxCTnNY","name":"Detect Magical Intent","type":"spell","img":"systems/fvtt-lethal-fantasy/assets/icons/icon_spell.webp","_id":"FlTgOaUhq89prDNB","system":{"description":"Effects: Can detect if there is a magical or divine enchantment about a mortal, item, weapon, room, or other specified area for detection. The detection is specific in that it can determine if the enchantment seems evil and made with malice or good and filled with grace. Some magics are neither and radiate a sense of peace and neutrality. The exact nature of what the enchantment does is not determined.
","level":5,"cost":5,"memorized":false,"components":{"verbal":true,"somatic":true,"material":false,"catalyst":false},"castingTime":"15 Seconds","spellRange":"100 Feet","areaAffected":"Object or Area of the Magic-User’s Focus","duration":"Instant","savingThrow":"NONE","extraAetherPoints":"Add 5 aether points to add 50 feet of range. The maximum range of 150 feet for 10 aether points","materialComponent":"","attackRoll":"","powerRoll":"","criticalType":"none","catalyst":"","costOverpowered":0,"costOverpowered2":0,"damageDice":"","damageDiceOverpowered":"","damageDiceOverpowered2":""},"effects":[],"sort":1500000,"ownership":{"default":0,"l74y1UZmsu5KYmeR":3,"Ccm2SWj6Wb78Gkz7":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"exportSource":null,"coreVersion":"13.348","systemId":"fvtt-lethal-fantasy","systemVersion":"13.0.0","createdTime":1757441288902,"modifiedTime":1757441288902,"lastModifiedBy":"Ccm2SWj6Wb78Gkz7"}} {"folder":"37mu4dxsSuftlnmP","name":"Judgment V (Combat)","type":"miracle","img":"systems/fvtt-lethal-fantasy/assets/icons/icon_miracle.webp","_id":"G8yoNSDcIMUsjCIH","system":{"description":"EFFECT: Causes 1D12 fire damage 2D10 to undead. Smite empowers a melee attack with divine power and attaches to the clerics’ next attack following the completion of the prayer. The attack automatically causes damage if the cleric scores a hit (including a shield hit) and causes the 1D12 damage (2D10 vs undead). A missed attack by the cleric results in the loss of the miracle. The damage is separate from damage inflicted by the melee weapon and should be applied separately for damage resistance. Fire and heat damage resistance stops this attack, but physical damage resistance does not affect it because it bypasses all physical damage resistance, including armor and shields. Divine smites damage does not explode and cannot cause a lethal or vital strike.
","level":20,"components":{"verbal":true,"somatic":true,"material":true,"catalyst":false,"religious":false},"prayerTime":"2","miracleRange":"Hit With Weapon","areaAffected":"One Targeted Mortal or Monster","duration":"Instant","savingThrow":"None","materialComponent":"Weapon to Attack","catalyst":"","attackRoll":"","powerRoll":"","miracleType":"combat","damageDice":"","damageDiceOverpowered":"","damageDiceOverpowered2":""},"effects":[],"sort":0,"ownership":{"default":0,"l74y1UZmsu5KYmeR":3,"Ccm2SWj6Wb78Gkz7":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"exportSource":null,"coreVersion":"13.348","systemId":"fvtt-lethal-fantasy","systemVersion":"13.0.0","createdTime":1757441291674,"modifiedTime":1757441291674,"lastModifiedBy":"Ccm2SWj6Wb78Gkz7"}} {"folder":"37mu4dxsSuftlnmP","name":"Renew the Greater Form (Ritual of Faith)","type":"miracle","img":"systems/fvtt-lethal-fantasy/assets/icons/icon_miracle.webp","_id":"GQcA6SFmhZC6xLDU","system":{"description":"EFFECT: Regeneration will replace a specific lost limb of an arm, leg, or other large appendages for an injured mortal who has suffered a lost large limb. This would include returning a lost portion of a mortal’s head, chest, or torso if they survived the injury to have the miracle cast. The regeneration heals one specific wound that resulted in limb loss, restoring the lost limb. The miracle will heal the wound and restore its lost hit points. Once regeneration begins, the target falls into a deep coma and can’t be awakened until the limb is regenerated. The Cleric cannot end the regeneration prematurely, nor can they awaken the target before the limb is fully restored. This is a dangerous miracle to summon unless in a safe and secure location.
This miracle does not return function to a damaged mortal brain. Neurological regeneration is beyond the scope of this regeneration.
Effects: A flash of arcane flame erupts from the caster, encircling them and burning all currently engaged (within 5 feet) with the caster for 1D6E damage (friend and foe). Anyone caught in the fire and wearing cloth armor or clothing will have their clothes ignited, requiring 1D6 seconds to put out the flames. Extinguishing the flame will reset the combat count. The flame will burn for 10 seconds and if the flame burns the full 10 full seconds, the flame does an additional 1D4E damage.
The spell attack is a magical attack with a dodge saving throw to negate damage. This spell can cause magic vital or lethal strikes.
Armor, shield, or natural damage reduction do not block damage from this spell.
Critical: None
Effects: The character transfers hit points from themselves to the target that heals a wound chosen by the caster. The transfer will stabilize a dying mortal or heal a wound. The transfer inflicts 1D10 damage to the caster and grants those hit points to the target.
No DR or other defensive spells or abilities will shield the caster from this self inflicted damage.
Effect: The cleric creates a physical link with the target of the miracle. The cleric creates a divine transfer to suffer the damage inflicted in place of the protected mortal. All attacks or injuries that strike them are suffered solely by the cleric who has divenly agreed to suffer in their stead. The cleric will also take injuries from any attacks that strike their own body including area of attack spells that hit both mortals. This connection remains until the duration of the miracle passes and cannot be broken by the cleric or the target. The connection remains until the cleric is dead or the duration of the miracle passes. If the cleric collapses and is dying the miracle will remain in place and damage will continue to accrue against the cleric. Once below zero hit points they must attempt to stabilize or die.
","level":17,"components":{"verbal":true,"somatic":true,"material":false,"catalyst":false,"religious":true},"prayerTime":"300","miracleRange":"10 Feet","areaAffected":"1 Mortal or Living Being Selected by the Cleric","duration":"60 Plus 1D20 Minutes of Real Time. Kept by the Cleric","savingThrow":"NONE","materialComponent":"","catalyst":"","attackRoll":"","powerRoll":"","miracleType":"noncombat","damageDice":"","damageDiceOverpowered":"","damageDiceOverpowered2":""},"effects":[],"sort":0,"ownership":{"default":0,"l74y1UZmsu5KYmeR":3,"Ccm2SWj6Wb78Gkz7":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"exportSource":null,"coreVersion":"13.348","systemId":"fvtt-lethal-fantasy","systemVersion":"13.0.0","createdTime":1757441291674,"modifiedTime":1757441291674,"lastModifiedBy":"Ccm2SWj6Wb78Gkz7"}} {"folder":"37mu4dxsSuftlnmP","name":"Comfort of Faith I (Non-Combat)","type":"miracle","img":"systems/fvtt-lethal-fantasy/assets/icons/icon_miracle.webp","_id":"IMJzw6qzWosQMz73","system":{"description":"EFFECT: Warms the target(s) of the miracle and makes them immune to normal cold from weather. Grants 8 damage reduction to cold based attacks. Must stay within 20 feet of the granting cleric or the protection drops.
","level":5,"components":{"verbal":true,"somatic":true,"material":false,"catalyst":false,"religious":false},"prayerTime":"300","miracleRange":"20 Feet","areaAffected":"One Mortal. Can Affect Up to Six Mortals. Only One Miracle of Warm Soul Can Be Active at a Time","duration":"40 Plus 1D20 Minutes of Real Time. Kept by the Cleric.","savingThrow":"NONE","materialComponent":"","catalyst":"","attackRoll":"","powerRoll":"","miracleType":"noncombat","damageDice":"","damageDiceOverpowered":"","damageDiceOverpowered2":""},"effects":[],"sort":0,"ownership":{"default":0,"l74y1UZmsu5KYmeR":3,"Ccm2SWj6Wb78Gkz7":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"exportSource":null,"coreVersion":"13.348","systemId":"fvtt-lethal-fantasy","systemVersion":"13.0.0","createdTime":1757441291674,"modifiedTime":1757441291674,"lastModifiedBy":"Ccm2SWj6Wb78Gkz7"}} {"folder":"R1X91jmdjtxCTnNY","name":"Flameburst 3","type":"spell","img":"systems/fvtt-lethal-fantasy/assets/icons/icon_spell.webp","_id":"Il5neFDRbAtxqmXV","system":{"description":"Effects: A flash of arcane flame erupts from the caster, encircling them and burning all currently engaged (within 5’) with the caster for 3D6E damage (friend and foe). The arcane flame ignites any cloth armor or clothing worn by those caught in the fire, forcing them to spend 1D6 seconds putting out the flames. Extinguishing the flame will reset the combat count. The flame will burn for 10 seconds and if the flame burns the full 10 full seconds, the flame does an additional 1D4E damage.
The spell attack is a magical attack with a dodge saving throw to negate damage. This spell can cause magic vital or lethal strikes.
Armor, shield, or natural damage reduction do not block damage from this spell.
Critical: None
Effects: The character transfers hit points from themselves to the target that heals a wound chosen by the caster. The transfer will stabilize a dying mortal or heal a wound. The transfer inflicts 1D20 damage to the caster and grants 1D30 hit points to the target.
No DR or other defensive spells or abilities will shield the caster from this self-inflicted damage.
Effects: The caster and chosen allies fall dead with terrible wounds. That is what the world sees when the caster invokes this spell. The caster and/or allies fall to the ground and to all appear dead. Even the most skilled practitioner of medicine cannot tell that they are actually alive. The caster and those affected can see as if they had their eyes open and can hear and use all other senses as normal. However, they cannot move, attack, cast a spell or use any magical item, even if it does not require movement. The spell lasts as long as the caster keeps focus and can maintain such focus while sleeping, although this sleep does not restore lost health or spell power points.
The caster can choose to use this spell only on others and not fall dead themselves. However, the spell ends if the caster casts another spell or dies. (Could be a good way to fake a murder).
Individual mortals affected can end the spell by moving or attacking, but that does not end the spell for the caster or other mortals affected. The caster can choose to break the spell of the additional members but can leave them while breaking their own enchantment. The caster cannot cast another spell while any mortal is still under the effects of this spell.
Attacks to their bodies or other damaging actions like funeral pyres will certainly kill the caster and those affected. Only another magic-user who knows the spell and rolls a better casting roll than the magic-user feigning death can detect this. This requires spending aether points and casting this spell in a way to detect the ruse. This does not make the second caster appear dead, but it is simply an alternative way to use the spell. To detect this spell, the caster must have the level 25 spell and not its lower-level version.
EFFECT: Grants temporary divine bonus dice of 1D4 to attack and defense rolls for those blessed. When this occurs, the attacker or defender rolls a 4th dice to attack or defend. Clerics should have dice to grant to those they bless so they can grant the blessing. It’s recommended to use a white D4. These dice do not explode.
Cannot stack multiple versions of this miracle or have more than one group under the blessing.
Effects: Targets who fail the saving throw will fall asleep. This is a natural sleep and will feel as if they are tired and naturally dozing off. Those in relaxed, sleeping, siting, or lounging positions receive a willpower saving throw upon the spell being cast. Targets standing who fall asleep will fall over and must make a saving throw with favor. If they fail, the spell works, and they fall asleep and fall to the ground. They wake up lying on the floor, disoriented for 2D6 seconds, and cannot roll initiative or attack until the disorientation wears off or they are attacked. Those asleep because of this spell are asleep, but anyone can wake them up like any other sleeping being. The sleep is deep and awakening leaves the target disoriented for 2D6 seconds. During this disorientation, they may not roll initiative. Once attacked (hit or missed) they are active on the next second and combat begins as normal. While disoriented, they can defend themselves but do so with disfavor.
Caster must clearly indicate the targets to be affected and in what order. The Game Magistrate then applies the spell to those targets, in the order indicated, until the hit point maximum is reached. If the target is close to the hit point limit, such as having 30 points left to affect, and the monster has 31, the spell has no effect, and the spell simply fails with no impact on the target.
Those making their saving throw will feel drowsy but will shake it off but not be the wiser to the magical attack. Magic-users who have this spell in their spell book will automatically know of the failed magical attack and the nature of the attempt. This knowledge may do them little good if they fail the saving throw and fall asleep, as the spell still affects them. Magic-users who pass their saving throw may then alert or awaken those around them.
This spell is ineffective against the undead or any opponent who does not sleep.
Effects: The caster creates a pulse of pain to enemies within 30 feet of the caster. The spell causes no actual injury or wound. The pulse forces enemies to make a saving throw against pain as if a serious wound had been inflicted. Those failing the toughness save will be under a flash of pain, just as if they actually suffered a wound. Animals will flee after the flash of pain passes, as stated in the LETHAL BOOK OF MONSTERS.
","level":12,"cost":12,"memorized":false,"components":{"verbal":true,"somatic":true,"material":false,"catalyst":false},"castingTime":"1 Second","spellRange":"Self","areaAffected":"All Opponents with 30 Feet of Caster","duration":"1D6E","savingThrow":"TOUGHNESS","extraAetherPoints":"Add 10 aether points to increase the area affected to 50 feet from the caster","materialComponent":"","attackRoll":"","powerRoll":"","criticalType":"none","catalyst":"","costOverpowered":0,"costOverpowered2":0,"damageDice":"","damageDiceOverpowered":"","damageDiceOverpowered2":""},"effects":[],"sort":0,"ownership":{"default":0,"l74y1UZmsu5KYmeR":3,"Ccm2SWj6Wb78Gkz7":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"exportSource":null,"coreVersion":"13.348","systemId":"fvtt-lethal-fantasy","systemVersion":"13.0.0","createdTime":1757441288902,"modifiedTime":1757441288902,"lastModifiedBy":"Ccm2SWj6Wb78Gkz7"}} {"folder":"R1X91jmdjtxCTnNY","name":"Commanded Flameburst 4","type":"spell","img":"systems/fvtt-lethal-fantasy/assets/icons/icon_spell.webp","_id":"Jbt6pSf6EY4N3DT3","system":{"description":"Critical: Fire
Effects: A flash of arcane flame erupts from the caster, encircling the caster and burning, all currently engaged with the caster for 8D6E damage. The caster can protect allies and friends from the damage and only burn those chosen by the caster. All hit by the flame who are wearing cloth armor or clothing catch fire and must spend 1D6 seconds extinguishing the flame. Extinguishing the fire will reset the combat delay count. The flame will burn for 10 seconds and if the flame burns the full 10 full seconds, the flame does an added 1D4E damage.
The spell is a magical attack with a dodge saving throw to negate damage. This spell can cause magic vital or lethal strikes.
Armor, shield, or natural damage reduction do not block damage from this spell.
Effects: Pushes or pulls an object up to 300 pounds up to 3 feet. If the object is a living creature or mortal, they must make a saving throw to resist being moved.
You cannot direct this spell at individual held objects or items worn by individuals. This is a spell meant to move a larger object and requires focus on an area of the object. The spell will target the holder or wearer if an item is carried or worn, not the individual item itself. This would apply to an item on a dresser or table and the push would move the table and dresser as well. The same smaller item on the floor could be the focus of the spell since another moveable object does not hold or support it.
Magic-users can use this spell with a group strength check to move an object. This would lighten the load for the mortals to move.
Effects: The target and those affected make no sound. This makes them far better at stealth, since stepping on sticks or even screaming at the top of their lungs makes no sound. This will add a favored factor for any stealth vs perception checks. Magic users and their allies often use this spell when they need to do something noisy. This spell allows those activities, including verbal spells, to be done quietly. The spell covers the sound the target makes while picking lock, casting spells, calling miracles, knocking down doors, disarming traps, breaking glass, or even kidnapping or assassination.
","level":6,"cost":6,"memorized":false,"components":{"verbal":false,"somatic":true,"material":true,"catalyst":false},"castingTime":"5 Seconds","spellRange":"10 Feet","areaAffected":"One Mortal or Creature and Anything They Do","duration":"20 Plus D20E Minutes of Real Time Kept by GM (If multiple targets, there is only one roll for duration, and all will expire together.)","savingThrow":"NONE","extraAetherPoints":"Add 5 aether points to add an individual to the spell up to a maximum of 6 affected for 31 total aether points","materialComponent":"Foot of Mouse for Each Target","attackRoll":"","powerRoll":"","criticalType":"none","catalyst":"","costOverpowered":0,"costOverpowered2":0,"damageDice":"","damageDiceOverpowered":"","damageDiceOverpowered2":""},"effects":[],"sort":0,"ownership":{"default":0,"l74y1UZmsu5KYmeR":3,"Ccm2SWj6Wb78Gkz7":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"exportSource":null,"coreVersion":"13.348","systemId":"fvtt-lethal-fantasy","systemVersion":"13.0.0","createdTime":1757441288902,"modifiedTime":1757441288902,"lastModifiedBy":"Ccm2SWj6Wb78Gkz7"}} {"name":"Mage's Might 2","type":"spell","img":"systems/fvtt-lethal-fantasy/assets/icons/icon_spell.webp","_id":"KkpkpcsbAFu9Tdxk","system":{"description":"Effects: Grants boost of strength. This grant adds a D8 (non-exploding) to the damage of all martial attacks and to strength challenges. The caster should give the target a 1D8 dice to roll with damage and strength challenges.
","level":20,"cost":20,"memorized":false,"components":{"verbal":true,"somatic":true,"material":true,"catalyst":false},"castingTime":"5 Seconds","spellRange":"Touch","areaAffected":"One mortal or creature","duration":"10 plus D20E Minutes real time kept by GM","savingThrow":"NONE","extraAetherPoints":"Add 15 points to grant a D10 (non-exploding) instead of the D6. This is the maximum power of the spell. 35 aether points maximum.","materialComponent":"Magic-User Enchants Dried Spinach and Asks the Target to Eat It","attackRoll":"","powerRoll":"","criticalType":"none","catalyst":"","costOverpowered":0,"costOverpowered2":0,"damageDice":"","damageDiceOverpowered":"","damageDiceOverpowered2":""},"effects":[],"folder":"R1X91jmdjtxCTnNY","sort":7000000,"ownership":{"default":0,"l74y1UZmsu5KYmeR":3,"Ccm2SWj6Wb78Gkz7":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"exportSource":null,"coreVersion":"13.348","systemId":"fvtt-lethal-fantasy","systemVersion":"13.0.0","createdTime":1757441288902,"modifiedTime":1757441288902,"lastModifiedBy":"Ccm2SWj6Wb78Gkz7"}} {"folder":"37mu4dxsSuftlnmP","name":"Emberstride VI (Non-Combat)","type":"miracle","img":"systems/fvtt-lethal-fantasy/assets/icons/icon_miracle.webp","_id":"KlCCUT4hlXs8viAR","system":{"description":"EFFECT: The mortal or mortals become extremely resistant to fire and heat. The mortal receives 12 Damage Reduction against all natural, magical, and divine heat and fire attacks.
","level":22,"components":{"verbal":true,"somatic":true,"material":false,"catalyst":false,"religious":true},"prayerTime":"120","miracleRange":"20 Feet","areaAffected":"One to Six Mortals (22 Divinity Levels per Mortal) Only One Such Miracle Can Be Active at Once and All Affected Have the Same Duration","duration":"20 Plus 1D100 Minutes of Real Time. Kept by the Cleric.","savingThrow":"NONE","materialComponent":"","catalyst":"","attackRoll":"","powerRoll":"","miracleType":"noncombat","damageDice":"","damageDiceOverpowered":"","damageDiceOverpowered2":""},"effects":[],"sort":0,"ownership":{"default":0,"l74y1UZmsu5KYmeR":3,"Ccm2SWj6Wb78Gkz7":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"exportSource":null,"coreVersion":"13.348","systemId":"fvtt-lethal-fantasy","systemVersion":"13.0.0","createdTime":1757441291674,"modifiedTime":1757441291674,"lastModifiedBy":"Ccm2SWj6Wb78Gkz7"}} {"name":"Breath of the Void","type":"spell","img":"systems/fvtt-lethal-fantasy/assets/icons/icon_spell.webp","_id":"KoVx8oZPUCV7dnd1","system":{"description":"Effects: The magic of the spell sustains the targets, eliminating the need for them to breathe.
Allows travel underwater and other places where a mortal cannot breathe.
The caster can cast breath of the void on more than one individual, including themselves, if the spell is overpowered. All effects end at the same time, even if they were cast at different times. Even if a new Breath of the Void spell is cast, the spell currently active determines its termination, even if the older spell has only 2 minutes remaining. It is advisable to let an existing breath of the void spells expire and start the process over. The caster can end the prior spells and recast on a larger group if they have enough aether points. Doing this can be difficult if the caster and targets are underwater or somewhere else where they cannot breathe. Regardless of how many spells are cast, the maximum number of persons one magic user can grant breath of the void to is 6 and they will always expire at the same time.
Effects: Repairs 1D12 points of damage to non magical armor. This effect can eventually restore the armor to its original condition. The spell does not change the size or other details of the armor. This spell works on all quality levels of non-magical armor, but it cannot repair magic armor if it has somehow been damaged.
","level":8,"cost":8,"memorized":false,"components":{"verbal":true,"somatic":true,"material":true,"catalyst":false},"castingTime":"30 Seconds","spellRange":"10 Feet","areaAffected":"One Set of Armor","duration":"Permanent","savingThrow":"None","extraAetherPoints":"","materialComponent":"3 Ounces of the Material the Armor Is Created From","attackRoll":"","powerRoll":"","criticalType":"none","catalyst":"","costOverpowered":0,"costOverpowered2":0,"damageDice":"","damageDiceOverpowered":"","damageDiceOverpowered2":""},"effects":[],"sort":0,"ownership":{"default":0,"l74y1UZmsu5KYmeR":3,"Ccm2SWj6Wb78Gkz7":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"exportSource":null,"coreVersion":"13.348","systemId":"fvtt-lethal-fantasy","systemVersion":"13.0.0","createdTime":1757441288902,"modifiedTime":1757441288902,"lastModifiedBy":"Ccm2SWj6Wb78Gkz7"}} {"folder":"R1X91jmdjtxCTnNY","name":"Nova Sphere","type":"spell","img":"systems/fvtt-lethal-fantasy/assets/icons/icon_spell.webp","_id":"LQ26D2AwvbQGsm40","system":{"description":"Effects: The caster fires a huge ball of flame from their mortal body. How and where the spell comes from, and its exact color, is the choice of the individual character casting the spell. The character casting the spell should decide the spell description and it should remain the same from there on.
The ball of flame begins as the size of large wagon wheel 3-foot x 3-foot. The ball of flame then proceeds on a path up to 150 feet toward an intended target where the ball explodes into a tremendous burst of fire, 20-foot x 20-foot. All those caught within the 3-foot-wide path or caught within the exploding radius of the expanded fireball must save versus magical attack with a dodge saving throw. Those saving take half damage, 5D6E, while those that fail suffer the full damage of the flame 10D6E.
Defenders who are wearing cloth armor or clothes catch fire if the fireball damages them. The fire will burn clothes for 10 seconds or until the defender spends 1D6 seconds putting out the fire. If the fire burns for the full 10 seconds, then the character takes 1D4E added damage.
The spell is a magical attack with a dodge saving throw to cut damage in half. This spell can cause magic vital or lethal strikes.
Armor, shield, or natural damage reduction do not block damage from this spell.
Effects: The caster may designate a pile or stack of items to lift and carry magically items up to 1,000 pounds. The items will rise and float and move with the caster until the duration of the spell expires, or the caster dismisses the enchantment. The items stay 5 feet directly behind the caster and float 3 feet off the ground. They will always stay level in the same position as when the spell was cast. The spell also forms a bond between the items, making them impossible to separate without dropping the enchantment. Even if the items are normally separate, characters cannot remove individual parts from the stack. The spell can transport living persons who consent (cannot be used against any mortals will), but they cannot move or exit the enchantment until it is dismissed or expires.
Consider the width and height of the stack if the caster passes through doorways or other portals, especially if the stack is increased to a 10x10 foot area. If the stack cannot move through the portal intact, it will simply not pass through and if the caster gets further than 15 feet away, the enchantment will drop. The items will fall to the ground wherever they are.
This spell cannot be used to assist in any form of attack or combat.
EFFECT: Causes 1D10 fire damage 2D8 to undead. Smite empowers a melee attack with divine power and attaches to the clerics’ next attack following the completion of the prayer. The attack automatically causes damage if the cleric scores a hit (including a shield hit) and causes the 1D10 damage (2D8 vs undead). A missed attack by the cleric results in the loss of the miracle. The damage is separate from damage inflicted by the melee weapon and should be applied separately for damage resistance. Fire and heat damage resistance stops this attack, but physical damage resistance does not affect it because it bypasses all physical damage resistance, including armor and shields. Divine smites damage does not explode and cannot cause a lethal or vital strike.
","level":16,"components":{"verbal":true,"somatic":true,"material":true,"catalyst":false,"religious":false},"prayerTime":"2","miracleRange":"Hit with Weapon","areaAffected":"One Targeted Mortal or Monster","duration":"Instant","savingThrow":"NONE","materialComponent":"Weapon to Attack","catalyst":"","attackRoll":"","powerRoll":"","miracleType":"combat","damageDice":"","damageDiceOverpowered":"","damageDiceOverpowered2":""},"effects":[],"sort":0,"ownership":{"default":0,"l74y1UZmsu5KYmeR":3,"Ccm2SWj6Wb78Gkz7":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"exportSource":null,"coreVersion":"13.348","systemId":"fvtt-lethal-fantasy","systemVersion":"13.0.0","createdTime":1757441291674,"modifiedTime":1757441291674,"lastModifiedBy":"Ccm2SWj6Wb78Gkz7"}} {"folder":"R1X91jmdjtxCTnNY","name":"Alchemist Orb","type":"spell","img":"systems/fvtt-lethal-fantasy/assets/icons/icon_spell.webp","_id":"LcyxGoc5gFqOPabH","system":{"description":"Effects: The caster takes a small iron pellet and imbues it with explosive arcane power. The power is very volatile and will either explode when thrown or dropped on a solid surface. When the bomb explodes, all within 15 feet must make a dodge save versus a magical attack or sustain 6D6E explosive damage. Damage reduction, either armor or natural, blocks this damage. Shields would only be effective if the character had previously announced they were hiding behind the shield for cover. If the character previously declared they were using the shield for cover, we will assume the cover is effective and the shield will protect them. The shield will take the brunt of the blunt force damage and is blunt/bashing damage for shield destruction.
Overpowering the spell allows it to deal up to 8D6E.
The spell is a magical attack with a dodge saving throw to negate damage. This spell can cause magic vital or lethal strikes.
Effects: Caster can teleport to anyplace they can see that is within 100 feet of their current location. Takes normal gear and anything they can lift and carry with them but does not transport items simply touched but not carried, including mounts, wagons, or boats.
","level":12,"cost":12,"memorized":false,"components":{"verbal":true,"somatic":true,"material":true,"catalyst":false},"castingTime":"5 Seconds","spellRange":"100 Feet","areaAffected":"Caster","duration":"Instant","savingThrow":"NONE","extraAetherPoints":"Add 10 aether points to teleport additional 50 feet up to a maximum of 300 feet for 30 added aether points and 42 aether points total","materialComponent":"Piece of Rock That Fell From The Sky (Meteor)","attackRoll":"","powerRoll":"","criticalType":"none","catalyst":"","costOverpowered":0,"costOverpowered2":0,"damageDice":"","damageDiceOverpowered":"","damageDiceOverpowered2":""},"effects":[],"sort":0,"ownership":{"default":0,"l74y1UZmsu5KYmeR":3,"Ccm2SWj6Wb78Gkz7":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"exportSource":null,"coreVersion":"13.348","systemId":"fvtt-lethal-fantasy","systemVersion":"13.0.0","createdTime":1757441288902,"modifiedTime":1757441288902,"lastModifiedBy":"Ccm2SWj6Wb78Gkz7"}} {"name":"Corrosive Stride (Non-Combat)","type":"miracle","img":"systems/fvtt-lethal-fantasy/assets/icons/icon_miracle.webp","_id":"LnhvfSkn46TR1wef","system":{"description":"EFFECT: The mortal or mortals are extremely resistant to acid and corrosive attacks. This protection is effective against all acid and corrosive attacks. The mortal receives 15 Damage Reduction against all natural, magical, and divine acid and corrosive attacks.
","level":12,"components":{"verbal":true,"somatic":true,"material":false,"catalyst":false,"religious":true},"prayerTime":"120","miracleRange":"20 Feet","areaAffected":"One to Six Mortals (12 Divinity Levels per Mortal) Only One Such Miracle Can Be Active at Once and All Affected Have the Same Duration.","duration":"20 Plus 1D100 Minutes of Real Time. Kept by the Cleric.","savingThrow":"NONE","materialComponent":"","catalyst":"Religious Symbol","attackRoll":"","powerRoll":"","miracleType":"noncombat","damageDice":"","damageDiceOverpowered":"","damageDiceOverpowered2":""},"effects":[],"folder":"37mu4dxsSuftlnmP","sort":2900000,"ownership":{"default":0,"Ccm2SWj6Wb78Gkz7":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"exportSource":null,"coreVersion":"13.348","systemId":"fvtt-lethal-fantasy","systemVersion":"13.0.0","createdTime":1757441291674,"modifiedTime":1757441291674,"lastModifiedBy":"Ccm2SWj6Wb78Gkz7"}} {"folder":"R1X91jmdjtxCTnNY","name":"Chronolock 1","type":"spell","img":"systems/fvtt-lethal-fantasy/assets/icons/icon_spell.webp","_id":"Lp6I9kuzFduDpLD0","system":{"description":"Effects: Time freezes for all but the caster for 5 seconds. Allows the caster to move or attack with a melee attack while time is frozen. Attacks automatically hit but should roll attack rolls to check for possible critical hits. The effects of lethargy do not begin until after the time freeze expires. The caster cannot cast any additional spells during the time freeze but can move at normal speeds and execute only 1 melee attack.
","level":14,"cost":14,"memorized":false,"components":{"verbal":true,"somatic":false,"material":true,"catalyst":false},"castingTime":"1 Second","spellRange":"Self","areaAffected":"Caster","duration":"5 Seconds","savingThrow":"NONE","extraAetherPoints":"","materialComponent":"Pinch of Sand from and Hourglass","attackRoll":"","powerRoll":"","criticalType":"none","catalyst":"","costOverpowered":0,"costOverpowered2":0,"damageDice":"","damageDiceOverpowered":"","damageDiceOverpowered2":""},"effects":[],"sort":0,"ownership":{"default":0,"l74y1UZmsu5KYmeR":3,"Ccm2SWj6Wb78Gkz7":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"exportSource":null,"coreVersion":"13.348","systemId":"fvtt-lethal-fantasy","systemVersion":"13.0.0","createdTime":1757441288902,"modifiedTime":1757441288902,"lastModifiedBy":"Ccm2SWj6Wb78Gkz7"}} {"folder":"37mu4dxsSuftlnmP","name":"Communal Restoration IV (Non-Combat)","type":"miracle","img":"systems/fvtt-lethal-fantasy/assets/icons/icon_miracle.webp","_id":"LpmZciw5xhSEPJOE","system":{"description":"EFFECT: Provides 1D8E healing for wounds to all mortals affected at the clerics’ discretion. The cleric can choose to heal one wound or distribute the healing evenly among all wounds. A fully healed wound will spill over and heal any remaining wounds evenly.
","level":14,"components":{"verbal":true,"somatic":true,"material":false,"catalyst":false,"religious":true},"prayerTime":"600","miracleRange":"Touch","areaAffected":"All Mortals Touching or Being Touched by the Cleric.","duration":"Permanent (The Healing Effect Once Begun Takes 10 Seconds to Complete as Wounds Heal and Improve)","savingThrow":"NONE","materialComponent":"","catalyst":"","attackRoll":"","powerRoll":"","miracleType":"noncombat","damageDice":"","damageDiceOverpowered":"","damageDiceOverpowered2":""},"effects":[],"sort":0,"ownership":{"default":0,"l74y1UZmsu5KYmeR":3,"Ccm2SWj6Wb78Gkz7":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"exportSource":null,"coreVersion":"13.348","systemId":"fvtt-lethal-fantasy","systemVersion":"13.0.0","createdTime":1757441291674,"modifiedTime":1757441291674,"lastModifiedBy":"Ccm2SWj6Wb78Gkz7"}} {"name":"Mage Key","type":"spell","img":"systems/fvtt-lethal-fantasy/assets/icons/icon_spell.webp","_id":"LzONwL8UlhPBo4yt","system":{"description":"Effects: A magic-user attempts to unlock a previously magically locked item (see Arcane Lock). The caster with the higher caster roll prevails. This is true even if the caster with the higher roll is of significantly lower level. The higher-level caster should have additional modifiers, but magic is unpredictable and with exploding dice, low-level magic-users can create nearly unlock-able locks or break into a lock with a remarkably high caster roll. This spell allows only one attempt to unlock the item, and if the magic-user fails, they will be permanently unable to unlock it. (They could try the muscle approach). The magic-user can cast the spell a second time or overpower it the first time to check for a secret word to unlock the item and then possibly seek someone who knows the word as another way to open the lock. This spell does not tell the caster the secret word or who possesses it, but it reveals whether a secret word was created and the name of the caster who locked the item.
","level":6,"cost":6,"memorized":false,"components":{"verbal":true,"somatic":true,"material":true,"catalyst":false},"castingTime":"15 Seconds","spellRange":"15 Feet","areaAffected":"Once Arcane Locked Item","duration":"Instant","savingThrow":"Special - The magic users compare their casting rolls, and the higher roll wins. Ties favor the lock.","extraAetherPoints":"Add 3 aether points to determine if the magic-user that locked the item created a secret word to allow the lock to be opened. You can choose to spend 150 extra aether points when casting unlock, either initially or later. But because this is extra power, the caster will have to spend the full power of the original spell plus these 150 aether points to find out if a secret word exists to open the door. 9 total aether points are needed to make this determination.","materialComponent":"1 Gold Coin","attackRoll":"","powerRoll":"","criticalType":"none","catalyst":"","costOverpowered":0,"costOverpowered2":0,"damageDice":"","damageDiceOverpowered":"","damageDiceOverpowered2":""},"effects":[],"folder":"R1X91jmdjtxCTnNY","sort":6300000,"ownership":{"default":0,"l74y1UZmsu5KYmeR":3,"Ccm2SWj6Wb78Gkz7":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"exportSource":null,"coreVersion":"13.348","systemId":"fvtt-lethal-fantasy","systemVersion":"13.0.0","createdTime":1757441288902,"modifiedTime":1757441288902,"lastModifiedBy":"Ccm2SWj6Wb78Gkz7"}} {"folder":"37mu4dxsSuftlnmP","name":"Enflame Blade I (Non-Combat)","type":"miracle","img":"systems/fvtt-lethal-fantasy/assets/icons/icon_miracle.webp","_id":"MdQbn4iuFXvpUxA0","system":{"description":"EFFECT: The cleric calls fire to weapons so that fire damage of 1D6 augments the weapons damage. The weapons still do their normal damage but add the 1D6 fire damage. Because the weapons’ fire is subtle and only flares up when a target is hit, they don’t provide enough light for travel or even for clear combat vision. The cleric should grant those with the weapons a D6 to represent this augmentation. For this purpose, a red D6 is suggested.
","level":10,"components":{"verbal":true,"somatic":true,"material":false,"catalyst":false,"religious":true},"prayerTime":"120","miracleRange":"20 Feet","areaAffected":"One to Six Weapons (10 Divinity Levels per Weapons) Only One Such Miracle Can Be Active at Once and All Weapons Affected Have the Same Duration","duration":"20 Plus D100 Minutes of Real Time. Kept by the Cleric.","savingThrow":"NONE","materialComponent":"","catalyst":"","attackRoll":"","powerRoll":"","miracleType":"noncombat","damageDice":"","damageDiceOverpowered":"","damageDiceOverpowered2":""},"effects":[],"sort":0,"ownership":{"default":0,"l74y1UZmsu5KYmeR":3,"Ccm2SWj6Wb78Gkz7":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"exportSource":null,"coreVersion":"13.348","systemId":"fvtt-lethal-fantasy","systemVersion":"13.0.0","createdTime":1757441291674,"modifiedTime":1757441291674,"lastModifiedBy":"Ccm2SWj6Wb78Gkz7"}} {"folder":"R1X91jmdjtxCTnNY","name":"Vital Exchange 7","type":"spell","img":"systems/fvtt-lethal-fantasy/assets/icons/icon_spell.webp","_id":"Mdhk5vaZzY0J8JRj","system":{"description":"Critical: None
Effects: The character transfers hit points from themselves to the target that heals a wound chosen by the caster. The transfer will stabilize a dying mortal or heal a wound. The transfer inflicts 1D12 damage to the caster and grants 1D30 hit points to the
No DR or other defensive spells or abilities will shield the caster from this self inflicted damage.
Effects: Arcane force attempts to open a door or portal. The spell forces the door with the equivalent of 21 strength for challenge of strength to the door (+10 challenge of strength). The spell targets the door, enabling allies to help open it physically in addition to the spell’s force. Depending on the size of the door, only 2 characters could push on a standard size door.
Forcing a door requires a challenge of strength. The Game Magistrate will have a preset challenge rating to force the door, or the GM will roll a D20E plus a modifier set by the adventure or the GM. The character must surpass the challenge strength of the door to force the door open by rolling a D20E plus the challenge of strength modifier.
The spell can be part of a group strength challenge.
Effects: By the use of a crystal ball, the caster can view and hear places the caster is aware of and has ever been inside of the primary location. Once inside, the view will allow exploration of the location as if the caster were walking around inside. The view begins in a known area and then may explore areas around that general location. Unlike the lesser version of the spell, a well-known place is not required. You can use a single visit and general knowledge of the location. The magic will search and find the location from the caster's memory. Starting with a sweeping overview, the caster’s vision encompasses the general status of the place, including sounds, smells, and the overall condition of the locale. The caster will then focus on specific locations within the observed location. The spell can see inside rooms and locations if the caster is aware of the layout or has been inside. One visit to a location is enough, as this spell does not require significant knowledge of a place. The GM determines what level of knowledge is required and what information can be granted. The GM has the authority to rule that any room or door the caster has never opened remains inaccessible. Lower levels of knowledge would allow lower levels of viewing.
There is no distance restriction to this spell.
The caster must clearly state where they wish to view, and the spell only allows viewing into that location and cannot change to another view without casting the spell a second time and spending the aether points.
EFFECT: Provides 2D6E healing for wounds at the clerics’ discretion. The cleric can direct the healing to one wound or split it evenly among all wounds. A fully healed wound will spill over and heal any remaining wounds evenly.
","level":6,"components":{"verbal":true,"somatic":true,"material":false,"catalyst":false,"religious":true},"prayerTime":"600","miracleRange":"Touch","areaAffected":"One Mortal","duration":"Permanent (The Healing Effect Once Begun Takes 30 Seconds to Complete as Wounds Heal and Improve)","savingThrow":"NONE","materialComponent":"","catalyst":"","attackRoll":"","powerRoll":"","miracleType":"noncombat","damageDice":"","damageDiceOverpowered":"","damageDiceOverpowered2":""},"effects":[],"sort":0,"ownership":{"default":0,"l74y1UZmsu5KYmeR":3,"Ccm2SWj6Wb78Gkz7":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"exportSource":null,"coreVersion":"13.348","systemId":"fvtt-lethal-fantasy","systemVersion":"13.0.0","createdTime":1757441291674,"modifiedTime":1757441291674,"lastModifiedBy":"Ccm2SWj6Wb78Gkz7"}} {"folder":"R1X91jmdjtxCTnNY","name":"Fall as a Feather","type":"spell","img":"systems/fvtt-lethal-fantasy/assets/icons/icon_spell.webp","_id":"NYEiD0j1ccoB0lZA","system":{"description":"Effects: The caster or anyone they target will fall like a feather. Wind or outside forces can still affect the target, but the speed of falling will slow to 2 feet per a second. The spells effect last 10 real time minutes and if an affected party landed and then fell again within those 10 minutes, the spell would still protect them from a deadly fall.
This spell can also protect an item or animal from breaking or dying in a fall, but only if it is not larger than a horse, which is the biggest creature this spell can protect.
This spell lasts 10 real time minutes kept by the GM.
EFFECT: Warms the target(s) of the miracle and makes them immune to normal cold from weather. Grants 20 damage reduction to cold based attacks. Must stay within 20 feet of the granting cleric or the protection drops.
","level":22,"components":{"verbal":true,"somatic":true,"material":false,"catalyst":false,"religious":false},"prayerTime":"300","miracleRange":"20 Feet","areaAffected":"One Mortal. Can Affect Up to Six Mortals. Only One Miracle of a Warm Soul (of Any Level) Can Be Active at a Time.","duration":"40 Plus 1D20 Minutes of Real Time. Kept by the Cleric.","savingThrow":"NONE","materialComponent":"","catalyst":"","attackRoll":"","powerRoll":"","miracleType":"noncombat","damageDice":"","damageDiceOverpowered":"","damageDiceOverpowered2":""},"effects":[],"sort":0,"ownership":{"default":0,"l74y1UZmsu5KYmeR":3,"Ccm2SWj6Wb78Gkz7":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"exportSource":null,"coreVersion":"13.348","systemId":"fvtt-lethal-fantasy","systemVersion":"13.0.0","createdTime":1757441291674,"modifiedTime":1757441291674,"lastModifiedBy":"Ccm2SWj6Wb78Gkz7"}} {"folder":"R1X91jmdjtxCTnNY","name":"Cinder Orb","type":"spell","img":"systems/fvtt-lethal-fantasy/assets/icons/icon_spell.webp","_id":"OLUdMsQ2wWKT2jXn","system":{"description":"Effects: The caster fires a ball of flame from their mortal body. How and where the spell comes from, and its exact color, is the choice of the individual character casting the spell. The character casting the spell should decide the spell description and it should remain the same from there on.
The ball of flame begins as the size of large wagon wheel 3-foot x 3-foot. The ball of flame then proceeds on a path up to 75 feet toward an intended target where the ball explodes into a tremendous burst of fire, 20-foot x 20-foot in diameter. All those caught within the 3-foot-wide path or caught within the exploding radius of the expanded fireball must save versus magical attack with a dodge saving throw. Those saving take half damage, 2D6E, while those that fail suffer the full impact of the flame causing 4D6E damage.
Defenders who are wearing cloth armor or clothes catch fire if the fireball damages them. The fire will burn clothes for 10 seconds or until the defender spends 1D6 seconds putting out the fire. If the fire burns for the full 10 seconds, then the character takes 1D4E added damage.
The spell is a magical attack with a dodge saving throw to cut damage in half. This spell can cause magic vital or lethal strikes.
Armor, shield, or natural damage reduction do not block damage from this spell.
EFFECT: Cleric appears to all the world as if they are dead. The cleric remains conscious but cannot see or move without dismissing the miracle. The cleric can still hear sounds around them. To appear lifeless, the cleric’s metabolism slows to where they do not breathe or have a heartbeat. They cool to room temperature. Upon dismissal, it takes 15 seconds to clear the effects of the miracle and allow the cleric to act as normal and regain their senses, including sight. This ability is a miracle and is not detectable by any degree of medicine or magic detection. The only hint of the clerics’ true condition is that the body does not develop rigor mortis, nor does it rot or break down. The cleric need not eat, breathe, or drink while the miracle is active.
The cleric can still be killed, and the miracle will automatically break if the cleric’s hit points drop below zero. Does not protect a cleric from funeral pyres or suffocation if buried alive.
Effects: Repairs 1D8 points of damage to non magical armor. This effect can eventually restore the armor to its original condition. The spell does not change the size or other details of the armor. This spell works on all quality levels of non-magical armor, but it cannot repair magic armor if it has somehow been damaged.
","level":4,"cost":4,"memorized":false,"components":{"verbal":true,"somatic":true,"material":true,"catalyst":false},"castingTime":"30 Seconds","spellRange":"10 Feet","areaAffected":"One Set of Armor","duration":"Permanent","savingThrow":"NONE","extraAetherPoints":"","materialComponent":"1 Ounce of the Material the Armor Is Created From","attackRoll":"","powerRoll":"","criticalType":"none","catalyst":"","costOverpowered":0,"costOverpowered2":0,"damageDice":"","damageDiceOverpowered":"","damageDiceOverpowered2":""},"effects":[],"sort":0,"ownership":{"default":0,"l74y1UZmsu5KYmeR":3,"Ccm2SWj6Wb78Gkz7":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"exportSource":null,"coreVersion":"13.348","systemId":"fvtt-lethal-fantasy","systemVersion":"13.0.0","createdTime":1757441288902,"modifiedTime":1757441288902,"lastModifiedBy":"Ccm2SWj6Wb78Gkz7"}} {"folder":"37mu4dxsSuftlnmP","name":"Comfort of Faith III (Non-Combat)","type":"miracle","img":"systems/fvtt-lethal-fantasy/assets/icons/icon_miracle.webp","_id":"PPd7RkrX6gaxHgmc","system":{"description":"EFFECT: Warms the target(s) of the miracle and makes them immune to normal cold from weather. Grants 16 damage reduction to cold based attacks. Must stay within 20 feet of the granting cleric or the protection drops.
","level":15,"components":{"verbal":true,"somatic":true,"material":false,"catalyst":false,"religious":false},"prayerTime":"300","miracleRange":"20 Feet","areaAffected":"One Mortal. Can Affect Up to Six Mortals. Only One Miracle of a Warm Soul (of Any Level) Can Be Active at a Time.","duration":"40 Plus 1D20 Minutes of Real Time. Kept by the Cleric.","savingThrow":"NONE","materialComponent":"","catalyst":"","attackRoll":"","powerRoll":"","miracleType":"noncombat","damageDice":"","damageDiceOverpowered":"","damageDiceOverpowered2":""},"effects":[],"sort":0,"ownership":{"default":0,"l74y1UZmsu5KYmeR":3,"Ccm2SWj6Wb78Gkz7":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"exportSource":null,"coreVersion":"13.348","systemId":"fvtt-lethal-fantasy","systemVersion":"13.0.0","createdTime":1757441291674,"modifiedTime":1757441291674,"lastModifiedBy":"Ccm2SWj6Wb78Gkz7"}} {"folder":"R1X91jmdjtxCTnNY","name":"Glamour Veil","type":"spell","img":"systems/fvtt-lethal-fantasy/assets/icons/icon_spell.webp","_id":"PQJcnYobTZGUhfNq","system":{"description":"Effects: The caster can transform themselves into another mortal or creature of so comparable size and mass. The spell allows size variation from gnome to mankind or half orc. Regardless of the choice of mortal, the range of illusion is the same. A Mankind caster cannot become bigger than a large man or half orc and a gnome cannot be smaller than another gnome. The caster must have a visual representation in mind and this spell does not change actual size or mass, as the change is illusory and not physical. A nome changed visually to a half orc could still walk under a barrier that the half orc should duck under. This situation would appear as if the half orc walked through a solid object. This could put those suspicious of the character on alert that something is not right. Similarly, the character’s weight, voice, and mannerisms remain unchanged. Since the character’s visual perspective remains unchanged, a shorter character could be blocked by an obstacle that would not affect the taller illusion.
The character cannot make themselves a specific individual, just a being of that type. They can replicate details if they have seen the mortal type previously. A caster could not replicate an illusory goblin if they have never actually seen one.
All actual attributes and abilities remain unchanged by the illusion. Being struck by an attack will dispel the illusion immediately.
EFFECT: The mortal or mortals become extremely resistant to fire and heat. The mortal receives 6 Damage Reduction against all natural, magical, and divine heat and fire attacks.
","level":11,"components":{"verbal":true,"somatic":true,"material":false,"catalyst":false,"religious":true},"prayerTime":"120","miracleRange":"20 Feet","areaAffected":"One to Six Mortals (11 Divinity Levels per Mortal) Only One Such Miracle Can Be Active at Once and All Affected Have the Same Duration","duration":"20 Plus 1D100 Minutes of Real Time. Kept by the Cleric.","savingThrow":"NONE","materialComponent":"","catalyst":"","attackRoll":"","powerRoll":"","miracleType":"noncombat","damageDice":"","damageDiceOverpowered":"","damageDiceOverpowered2":""},"effects":[],"sort":0,"ownership":{"default":0,"l74y1UZmsu5KYmeR":3,"Ccm2SWj6Wb78Gkz7":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"exportSource":null,"coreVersion":"13.348","systemId":"fvtt-lethal-fantasy","systemVersion":"13.0.0","createdTime":1757441291674,"modifiedTime":1757441291674,"lastModifiedBy":"Ccm2SWj6Wb78Gkz7"}} {"folder":"R1X91jmdjtxCTnNY","name":"Rotting Mist","type":"spell","img":"systems/fvtt-lethal-fantasy/assets/icons/icon_spell.webp","_id":"PaXDGtWDyqliTYMu","system":{"description":"Effects: The caster points at a specific location and shoots a small green bean at the spot directed within 30 feet of the caster. Upon striking the spot, the bean explodes and a rancid gas fills sixteen 5-foot x 5-foot (10 feet high) combat squares in a 4x4 formation. The fetid gas engulfs anyone within the area, forcing them to make a toughness saving throw. Anyone who enters the gas voluntarily or involuntarily, such as being thrown or knocked into the gas, needs to roll a saving throw. Successful saving throws allow those within the cloud to operate as normal but can only walk because of the thickness of the cloud and the rancid odor that it produces. The cloud is not cover or concealment, but it creates a haze in vision while looking through it or being inside the cloud. Those who stay inside the cloud for 5 seconds after successfully saving will need to save again as the smell continues to permeate their senses. Exiting the cloud and re-entering would also require a second saving throw to avoid the gas taking effect.
Those who fail their first save at any point are nauseous and fighting nausea and defend all attacks with disfavor. This effect will last while inside the cloud and for 5 seconds once exiting the cloud. Those who fail a second saving throw before exiting the cloud will begin to vomit and can no longer attack because of extreme nausea but can continue to walk. Anyone failing a third saving throw defends with disfavor and grants attackers favor, and they can no longer walk as they are too sick to walk and escape the gas.
Exiting and re-entering the gas after recovering for 5 seconds requires a saving throw but counts as the 1st failed save. Re-entering before recovering requires another saving throw and would be the second failed saving throw.
Once placed, the caster cannot move the cloud.
Wind or weather cannot move or dispel the cloud.
EFFECT: Summons bread and cheese that is sufficient food to support a mortal for one full day. Sustenance appears in the open palms of the mortals within 10 feet of the summoner and the cleric themselves. The miracle calls food for up to 6 mortals within 10 feet of the cleric.
If the mortal in question cannot gain sustenance from bread and cheese, the miracle will replace the food with a basic staple of that mortal.
EFFECT: The mortal or mortals become extremely resistant to fire and heat. The mortal receives 8 Damage Reduction against all natural, magical, and divine heat and fire attacks.
","level":14,"components":{"verbal":true,"somatic":true,"material":false,"catalyst":false,"religious":true},"prayerTime":"120","miracleRange":"20 Feet","areaAffected":"One to Six Mortals (14 Divinity Levels per Mortal) Only One Such Miracle Can Be Active at Once and All Affected Have the Same Duration","duration":"20 Plus 1D100 Minutes of Real Time. Kept by the Cleric.","savingThrow":"NONE","materialComponent":"","catalyst":"","attackRoll":"","powerRoll":"","miracleType":"noncombat","damageDice":"","damageDiceOverpowered":"","damageDiceOverpowered2":""},"effects":[],"sort":0,"ownership":{"default":0,"l74y1UZmsu5KYmeR":3,"Ccm2SWj6Wb78Gkz7":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"exportSource":null,"coreVersion":"13.348","systemId":"fvtt-lethal-fantasy","systemVersion":"13.0.0","createdTime":1757441291674,"modifiedTime":1757441291674,"lastModifiedBy":"Ccm2SWj6Wb78Gkz7"}} {"name":"Spectral Grasp","type":"spell","img":"systems/fvtt-lethal-fantasy/assets/icons/icon_spell.webp","_id":"QfjawsBqwX39SfLh","system":{"description":"Effects: A mystical glowing hand appears in front of the caster. The hand has the same strength and dexterity as the caster, but relating only to the hand, not the hand attached to the caster’s body. Although the hand can grip and twist with the same force as the caster, it can only lift or bring back a maximum of 10 pounds without being held down and pinned to the ground. The hand can venture with flight up to 50 feet away from the caster or 150 feet if overpowered. Their own vision restricts the caster’s ability to manipulate the hand, as the hand itself cannot see. Unless the magic user can see something from an extreme distance, the hand would not be able to turn a lock to a required number or pick a lock. The hand could pull a lever or grab a key or some other needed item and return it to the caster if the item is not over 10 pounds.
Caster should describe the color and description of the hand that is summoned. The caster does not have to make the hand look like their own. It could be a gloved hand, a demon’s hand, a three-fingered hand, or any other unique description that makes the spell special for the character.
Extra Aether Points: Add 1 aether points to add 10 feet of range up to 100 feet of additional range. Maximum power is 18 aether points for a 150-foot range.
Effects: The caster begins a deadly dance of death that will inflict terrible damage on everyone and everything within 500 feet in all directions. The caster will begin to glow and brighten from a low white glow to a deep powerful blue of incredible destructive power. A hum builds as the spell gathers power, foreshadowing its explosive ending. The arcane blast of incredible force that emanates violently from the caster causes 5D20E damage to all within the blast radius. Because of the heat of the blast and its ability to fill all space, only an enclosed space of solid rock or steel will fully protect a victim. Having cover of a solid rock or 1 foot of steel or iron will allow a save for full avoidance of the blast and allow 1/2 damage on a failure of the save. The blast destroys all wood, wood structures, and living plants. Stone buildings will suffer damage as per mortals. Shields used as cover will not provide protection, as the blast envelopes the holder of the shield.
Hitting the caster will stop the spell. The spell will hit all within 500 feet and does not discriminate friend or foe. No ally can be close enough to the caster to avoid the deadly explosion that appears as an explosion, causing an enormous mushroom cloud that rushes out in all directions.
The caster is unaffected by the blast or its resulting heat.
Effect: A pulse of divine power emanates from the cleric that leaves their opponent unable to attack and forced to defend with disfavor for 1D4E seconds.
","level":2,"components":{"verbal":true,"somatic":false,"material":false,"catalyst":false,"religious":true},"prayerTime":"4","miracleRange":"25 feet","areaAffected":"One Mortal or Living Target that Relies on Vision as a Sense","duration":"1D4E Seconds","savingThrow":"WILLPOWER (Negates)","materialComponent":"","catalyst":"","attackRoll":"","powerRoll":"","miracleType":"combat","damageDice":"","damageDiceOverpowered":"","damageDiceOverpowered2":""},"effects":[],"sort":0,"ownership":{"default":0,"l74y1UZmsu5KYmeR":3,"Ccm2SWj6Wb78Gkz7":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"exportSource":null,"coreVersion":"13.348","systemId":"fvtt-lethal-fantasy","systemVersion":"13.0.0","createdTime":1757441291674,"modifiedTime":1757441291674,"lastModifiedBy":"Ccm2SWj6Wb78Gkz7"}} {"folder":"37mu4dxsSuftlnmP","name":"Communal Restoration VII (Non-Combat)","type":"miracle","img":"systems/fvtt-lethal-fantasy/assets/icons/icon_miracle.webp","_id":"QoWgONs3AQ47Jzgl","system":{"description":"EFFECT: Provides 3D12E healing for wounds to all mortals affected at the clerics’ discretion. The cleric can choose to heal one wound or distribute the healing evenly among all wounds. A fully healed wound will spill over and heal any remaining wounds evenly.
","level":25,"components":{"verbal":true,"somatic":true,"material":false,"catalyst":false,"religious":true},"prayerTime":"600","miracleRange":"Touch","areaAffected":"All Mortals Touching or Being Touched by the Cleric.","duration":"Permanent (The Healing Effect Once Begun Takes 10 Seconds to Complete as Wounds Heal and Improve)","savingThrow":"NONE","materialComponent":"","catalyst":"","attackRoll":"","powerRoll":"","miracleType":"noncombat","damageDice":"","damageDiceOverpowered":"","damageDiceOverpowered2":""},"effects":[],"sort":0,"ownership":{"default":0,"l74y1UZmsu5KYmeR":3,"Ccm2SWj6Wb78Gkz7":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"exportSource":null,"coreVersion":"13.348","systemId":"fvtt-lethal-fantasy","systemVersion":"13.0.0","createdTime":1757441291674,"modifiedTime":1757441291674,"lastModifiedBy":"Ccm2SWj6Wb78Gkz7"}} {"folder":"R1X91jmdjtxCTnNY","name":"Far Gaze","type":"spell","img":"systems/fvtt-lethal-fantasy/assets/icons/icon_spell.webp","_id":"Qti2QuVHhXPo7BSC","system":{"description":"Effects: The caster can see an area that is in the distance up to 300 feet closer. The caster sees an area, object, mortal, or monster up to 300 feet away, as if they are standing next to the target. Things that are farther away, the caster can see as if they were 300 feet closer to the target. This spell grants vision only. The caster cannot hear or feel anything occurring with the target.
","level":6,"cost":6,"memorized":false,"components":{"verbal":true,"somatic":true,"material":true,"catalyst":false},"castingTime":"3 Seconds","spellRange":"300 Feet","areaAffected":"See One Area or Object up to 300 Feet Closer","duration":"Focus, The spell continues until the caster drops it, casts another spell, or an attack interrupts them.","savingThrow":"NONE","extraAetherPoints":"Extend the spell’s range to 400 feet for an additional 2 aether points. This is the maximum power of this spell","materialComponent":"Eye of a Bird","attackRoll":"","powerRoll":"","criticalType":"none","catalyst":"","costOverpowered":0,"costOverpowered2":0,"damageDice":"","damageDiceOverpowered":"","damageDiceOverpowered2":""},"effects":[],"sort":1700000,"ownership":{"default":0,"l74y1UZmsu5KYmeR":3,"Ccm2SWj6Wb78Gkz7":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"exportSource":null,"coreVersion":"13.348","systemId":"fvtt-lethal-fantasy","systemVersion":"13.0.0","createdTime":1757441288902,"modifiedTime":1757441288902,"lastModifiedBy":"Ccm2SWj6Wb78Gkz7"}} {"name":"Acid Lance","type":"spell","img":"systems/fvtt-lethal-fantasy/assets/icons/icon_spell.webp","_id":"RqjVHeeDRIY0Lxe6","system":{"description":"Effects: The character directs a bolt of acid at their enemies. Inflicting 2D8E damage to the target is the effect of the acid . The player must describe the bolt of acid, including its color, appearance, and shape. The bolt’s size is that of an orange.
This spell resolves as a magical attack that characters can dodge with a successful saving throw, negating damage . This spell can cause magical vital or lethal strikes .Armor, shield, or natural damage reduction do not block damage from this spell .
Extra aether points: Add 2 aether points for 3D8E damage and 4 aether points for 4D8E damage . This represents the maximum overpowering of this spell .
","level":3,"cost":3,"components":{"verbal":true,"somatic":true,"material":true,"catalyst":false},"castingTime":"4","spellRange":"75","areaAffected":"One Target","duration":"Instant","savingThrow":"Dodge (Negates)","extraAetherPoints":"2 for 3D8E Damage 4 for 4D8E","materialComponent":"Bombadier Beetle","memorized":false,"criticalType":"acid","catalyst":"","attackRoll":"","powerRoll":"","costOverpowered":0,"costOverpowered2":0,"damageDice":"","damageDiceOverpowered":"","damageDiceOverpowered2":""},"effects":[],"folder":"R1X91jmdjtxCTnNY","sort":5500000,"ownership":{"default":0,"Ccm2SWj6Wb78Gkz7":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"exportSource":null,"coreVersion":"13.348","systemId":"fvtt-lethal-fantasy","systemVersion":"13.0.0","createdTime":1757441288902,"modifiedTime":1757441288902,"lastModifiedBy":"Ccm2SWj6Wb78Gkz7"}} {"folder":"37mu4dxsSuftlnmP","name":"Judgment II (Combat)","type":"miracle","img":"systems/fvtt-lethal-fantasy/assets/icons/icon_miracle.webp","_id":"Sh730hW38E7WA4JJ","system":{"description":"EFFECT: Causes 1D6 fire damage 1D12 to undead. Smite empowers a melee attack with divine power and attaches to the clerics’ next attack following the completion of the prayer. The attack automatically causes damage if the cleric scores a hit (including a shield hit) and causes the 1D6 damage (1D12 vs undead). A missed attack by the cleric results in the loss of the miracle. The damage is separate from damage inflicted by the melee weapon and should be applied separately for damage resistance. Fire and heat damage resistance stops this attack, but physical damage resistance does not affect it because it bypasses all physical damage resistance, including armor and shields. Divine smites damage does not explode and cannot cause a lethal or vital strike.
","level":7,"components":{"verbal":true,"somatic":true,"material":true,"catalyst":false,"religious":false},"prayerTime":"2","miracleRange":"Hit with Weapon","areaAffected":"One Targeted Mortal or Monster","duration":"Instant","savingThrow":"NONE","materialComponent":"Weapon to Attack","catalyst":"","attackRoll":"","powerRoll":"","miracleType":"combat","damageDice":"","damageDiceOverpowered":"","damageDiceOverpowered2":""},"effects":[],"sort":0,"ownership":{"default":0,"l74y1UZmsu5KYmeR":3,"Ccm2SWj6Wb78Gkz7":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"exportSource":null,"coreVersion":"13.348","systemId":"fvtt-lethal-fantasy","systemVersion":"13.0.0","createdTime":1757441291674,"modifiedTime":1757441291674,"lastModifiedBy":"Ccm2SWj6Wb78Gkz7"}} {"folder":"R1X91jmdjtxCTnNY","name":"Impervious","type":"spell","img":"systems/fvtt-lethal-fantasy/assets/icons/icon_spell.webp","_id":"TQ9PtKy7BEEydn7z","system":{"description":"Effects: The caster is immune to all forms of damage from any source for the next 30 seconds of game time. The caster attacks normally but no melee attacks, spell attacks, fire, ice, force, acid, drowning, falling, or any other damage source can harm them. The caster cannot cast additional spells while impervious. Spell lethargy does not occur until after the period of impervious expires.
","level":25,"cost":25,"memorized":false,"components":{"verbal":true,"somatic":true,"material":true,"catalyst":false},"castingTime":"2 Seconds","spellRange":"Self","areaAffected":"Caster","duration":"30 Seconds of Game Time","savingThrow":"NONE","extraAetherPoints":"Add 100 aether points to increase the period of impervious to 60 seconds","materialComponent":"Diamond the Size of a Pea","attackRoll":"","powerRoll":"","criticalType":"none","catalyst":"","costOverpowered":0,"costOverpowered2":0,"damageDice":"","damageDiceOverpowered":"","damageDiceOverpowered2":""},"effects":[],"sort":4200000,"ownership":{"default":0,"l74y1UZmsu5KYmeR":3,"Ccm2SWj6Wb78Gkz7":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"exportSource":null,"coreVersion":"13.348","systemId":"fvtt-lethal-fantasy","systemVersion":"13.0.0","createdTime":1757441288902,"modifiedTime":1757441288902,"lastModifiedBy":"Ccm2SWj6Wb78Gkz7"}} {"folder":"R1X91jmdjtxCTnNY","name":"Veil of Shadows","type":"spell","img":"systems/fvtt-lethal-fantasy/assets/icons/icon_spell.webp","_id":"TV3y0rvRrR5GdYAe","system":{"description":"Effects: The spell renders the target invisible. The person is transparent, and light passes through them completely and with no refraction. They are completely undetectable by the vision of most creatures. Vision that detects body heat is the only exception. The target’s odor and sounds remain unmasked, and its weight, mass, and solidity remain unchanged. One can still touch, attack, and injure the target, the only difference being that they cannot see the target of the spell. The invisibility includes gear and all items that someone carries or lifts. The invisibility does not include something touched but not lifted. This would include touching walls, doors, containers, and furniture. The item becomes invisible once someone lifts it. The invisibility spell makes whatever is carried invisible. Anything carried and then set down or discarded is no longer invisible. If a character rescued a mortal and was carrying them out of a dark evil dungeon, they are invisible along with the character, however if the character gets tired and rests setting them down the invisibility would stay on the character but not the mortal they were carrying.
The spell ends if the caster dismisses the spell or if the invisible mortal performs an attack, casts a spell, or calls a miracle. A non-caster target of this spell cannot dismiss this spell on their own.
If the spell is overpowered, a caster can make more than one individual, including themself, invisible. All spells expire simultaneously, no matter when they were cast. The currently active spell always dictates when the spell ends, even if a new invisibility spell is cast, with only 2 minutes remaining on the older spell. For this reason, it is better to let existing invisibility spells expire or dismiss the spell and start the process over. Regardless of how many spells are cast, the maximum number of persons one magic user can make invisible is 6 and invisibility will always expire at the same time.
EFFECT: Grants temporary divine bonus dice of 1D6 to attack and defense rolls for those blessed. When this occurs, the attacker or defender rolls a 4th dice to attack or defend. Clerics should have dice to grant to those they bless so they can grant the blessing. White D6 are recommended for this purpose. These dice do not explode.
Cannot stack multiple versions of this miracle or have more than one group under its blessing.
EFFECT: The calling of this miracle grants up to 6 mortals 1D8E hit points. The spell’s false hit points do not heal injuries. Instead, these false hit points are used up before actual hit points are taken from a mortal. When a mortal is struck, and the injury is to the divine granted points, a flash of light will come from the wound, but no blood will appear (unless the wound exceeds the divine life). These hit points are only deducted when the mortal’s DR is exceeded, and they function the same as the mortal’s regular hit points. Flash of pain does not apply to these granted hit points and so the required points for FOP would only occur if actual hit points are taken, not these divine granted hit points. These hit points don’t factor into determining when a FOP roll must be made.
","level":4,"components":{"verbal":true,"somatic":true,"material":false,"catalyst":false,"religious":true},"prayerTime":"300","miracleRange":"20 Feet","areaAffected":"One Mortal or Up to Six Mortals, for 24 Divinity Levels. Only One Such Miracle Can Be Active at Once and All Affected Have the Same Duration.","duration":"20 Plus 1D20 Minutes of Real Time. Kept by the Cleric.","savingThrow":"NONE","materialComponent":"","catalyst":"","attackRoll":"","powerRoll":"","miracleType":"noncombat","damageDice":"","damageDiceOverpowered":"","damageDiceOverpowered2":""},"effects":[],"sort":0,"ownership":{"default":0,"l74y1UZmsu5KYmeR":3,"Ccm2SWj6Wb78Gkz7":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"exportSource":null,"coreVersion":"13.348","systemId":"fvtt-lethal-fantasy","systemVersion":"13.0.0","createdTime":1757441291674,"modifiedTime":1757441291674,"lastModifiedBy":"Ccm2SWj6Wb78Gkz7"}} {"folder":"R1X91jmdjtxCTnNY","name":"Fire Shield","type":"spell","img":"systems/fvtt-lethal-fantasy/assets/icons/icon_spell.webp","_id":"Tvgk3UzX6LogL7yP","system":{"description":"Effects: This spell grants the target 25 damage reduction to all forms of fire, including magical fires. This damage reduction applies to each fire attack individually. An overpowered spell allows the caster to protect themselves and multiple other individuals.
All spells expire at the same time, regardless of when they were cast. The currently active spell always controls termination of the spell. If a new fire protection spell is cast and 2 minutes remain on the older spell, the older spell will determine the duration of the new spell. It is advisable to let existing fire protection spells expire and start the process over. The caster can end the spell early and recast on a larger group. Regardless of how many spells are cast, the maximum number of persons one magic-user can grant a fire shield to is 6 and they will always expire at the same time.
Effects: Creates a freezing chill so cold that it freezes the flesh of living creatures. Upon touching the victim, a freezing crackling cold will chill the flesh, inflicting 1D8E damage. The cold is so severe the victim can move no faster than walk for 1 hour game time. Each added touch to the same creature extends the slow penalty by 1 hour. After 2 touches, the victim defends with disfavor, and after 3 touches attacks with disfavor.
To start the magical attack, the caster must touch the target. This could be with a touch attack if the target is avoiding contact, or the attack could come from a touch with the target not expecting the attack, such as a handshake or hug. Casters may want to have this spell active as a sneak attack on an unsuspecting foe. Defeated and on the ground, the magic user may offer their hand as a sign of defeat, only to freeze the enemy and make their escape.
The freezing cold is arcane power but does not automatically cause damage. To resolve the spell attack, make a magical attack. The target can then make a toughness saving throw to negate damage. This attack can cause magical vital or lethal strikes. This freezing ignores armor, shields, and even natural damage reduction, even if the touch attack hits the shield.
EFFECT: Separates a body of water, lake pond, river or other up to 900 feet wide and 150 feet deep. The miracle requires extended prayer and during this time, the body of water will be rough and tumultuous as if it was about to boil, although the water temperature is not affected. Once completed, the water will divide. If the water source is a flowing stream, the stream will seem to halt and won’t form a pool upstream from the point of separation. Mortals can traverse the dry ground where the separation occurs. The miracle does not change the actual bottom of the body of water if there is a huge crevice in the lake that would remain, but it will be dry. The cleric controls the parting and can release it at any time. Unless the cleric releases it sooner, the water will remain parted for 60 minutes of game time.
EFFECT: This miracle creates a ward to stop undead creatures from either entering or leaving a warded location, item, or container. The miracle doesn’t harm the undead, but prevents them from entering, leaving, or touching the warded location, item, or container.
The forces of good use this miracle to protect the world from the breech or escape of evil undead forces into the realm. After creating a line of iron and salt pellets (or sprinkling them on an item) and applying holy water to the mixture, the cleric sets the ward by calling forth the miracle. The cleric completes this process with an hour-long prayer, which places the ward. The ward’s strength will be determined by a special roll from the cleric calling the ward (D20E + casting modifiers + the level of the cleric). This is the number that any entity that wishes to break the ward must exceed and either enter, touch, or escape the warded area. Clerical orders use this ward to protect religious areas such as churches, temples, shrines, and the dwellings of religious leaders and those under church protection from the forces of the undead. Clerical orders also apply the ward to lock evil entities or artifacts within locked tombs, crypts, graves, or other containers. The ward only blocks the undead and those who serve the dark powers of undeath. The ward has no effect on others, and it is common for the powers of darkness to use mortals to breach the wards either through deception, bribery or other renumeration. Therefore, clerics must also protect these locations against attacks from forces beyond the direct attack of the undead. The ward remains intact, protecting the area where it was placed, even if the physical form of a tomb or church is destroyed.
Adding more divinity to the casting strengthens the ward. For every 10 divinity levels, the miracle adds 1 point to the ward’s strength, up to a maximum of 5 additional points.
When needed, this miracle can be called by up to 6 additional clerics of the same faith to reinforce the power of the miracle. Each cleric would roll a D6 to add to the power of the ward.
Certain undead entities, especially necromancers (evil clerics), can roll to break a ward. Those who possess this power will be detailed in their descriptions. To break the ward, its strength must be overcome (not tied).
EFFECT: Creates a divine torch that illuminates in all ways like a normal torch except that it produces no heat and cannot be used to spawn other fires or to cook. The caster can only summon this divine torch once every 8 hours of game time while underground. This restriction is regardless of the power of the cleric. This restriction does not apply if it is simply dark. The restriction applies if the darkness manifests from descending below the surface that mankind walks. In the realm below the surface of the world, where darkness reigns supreme, the Nyctarian hold dominion.
","level":1,"components":{"verbal":true,"somatic":true,"material":false,"catalyst":false,"religious":false},"prayerTime":"5","miracleRange":"10 Feet","areaAffected":"Creates a Divine Torch With a 30 Foot Radius of Light","duration":"10 Plus 1D10 Minutes of Real Time Kept by the GM, not the Cleric. If Underground, the Cleric Can Only Cast This Miracle Once Every 8 Hours. This Is an exception to the Rule That Clerics Keep the Duration of Divine Spells.","savingThrow":"NONE","materialComponent":"","catalyst":"","attackRoll":"","powerRoll":"","miracleType":"combat","damageDice":"","damageDiceOverpowered":"","damageDiceOverpowered2":""},"effects":[],"sort":0,"ownership":{"default":0,"l74y1UZmsu5KYmeR":3,"Ccm2SWj6Wb78Gkz7":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"exportSource":null,"coreVersion":"13.348","systemId":"fvtt-lethal-fantasy","systemVersion":"13.0.0","createdTime":1757441291674,"modifiedTime":1757441291674,"lastModifiedBy":"Ccm2SWj6Wb78Gkz7"}} {"folder":"R1X91jmdjtxCTnNY","name":"Fireball","type":"spell","img":"systems/fvtt-lethal-fantasy/assets/icons/icon_spell.webp","_id":"UXZ5MZlLqxnWEC7h","system":{"description":"Critical: Fire
Effects: The caster fires a huge ball of flame from their mortal body. How and where the spell comes from, and its exact color, is the choice of the individual character casting the spell. The character casting the spell should decide the spell description and it should remain the same from there on.
The ball of flame begins as the size of large wagon wheel 3-foot x 3-foot. The ball of flame then proceeds on a path up to 100 feet toward an intended target where the ball explodes into a tremendous burst of fire, 20-foot x 20-foot. All those caught within the 3-foot-wide path or caught within the exploding radius of the expanded fireball must save versus magical attack with a dodge saving throw. Those saving take half damage, 3D6E, while those that fail suffer the full damage of the flame 6D6E.
Defenders who are wearing cloth armor or clothes catch fire if the fireball damages them. The fire will burn clothes for 10 seconds or until the defender spends 1D6 seconds putting out the fire. If the fire burns for the full 10 seconds, then the character takes 1D4E added damage.
The spell is a magical attack with a dodge saving throw to cut damage in half. This spell can cause magic vital or lethal strikes.
Armor, shield, or natural damage reduction do not block damage from this spell.
Effects: The caster becomes the target’s greatest feared monster. The creature will appear to see the victim and give chase. The illusory boogie man forces the victim to run away at maximum speed. To keep the target out of reach, the illusory creature or monster will travel at a pace that is just slow enough. The caster does not actually follow the victim of the spell. If the target falls or runs into a dead end, the creature will threaten and posture but never get close enough to strike. The illusory boogie man is invisible to all other characters and NPCs in the game and all they see is the target running away and hear whatever they are yelling. The Caster will see a sort or outline of the boogie man that was summoned from the imagination of the target. This could be an interesting chance to provide terrifying or comical information about opponents, as the caster sees their greatest fear. GMs should create interesting and novel creatures that the target fears. If nothing comes to mind, zombies, ogres, demons, devils, or giant spiders are always a solid choice.
","level":9,"cost":9,"memorized":false,"components":{"verbal":true,"somatic":true,"material":true,"catalyst":false},"castingTime":"5 Seconds","spellRange":"50 Feet","areaAffected":"One Creature or Mortal","duration":"Until a Victim Succeeds in a Saving Throw or Complete Exhaustion That Causes Loss of Consciousness","savingThrow":"WILLPOWER (Negates) Save every 10 seconds","extraAetherPoints":"Increase range by 10 feet for 2 aether points. Up a to maximum range of 100 feet for 19 total aether points.","materialComponent":"","attackRoll":"","powerRoll":"","criticalType":"none","catalyst":"","costOverpowered":0,"costOverpowered2":0,"damageDice":"","damageDiceOverpowered":"","damageDiceOverpowered2":""},"effects":[],"sort":4100000,"ownership":{"default":0,"l74y1UZmsu5KYmeR":3,"Ccm2SWj6Wb78Gkz7":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"exportSource":null,"coreVersion":"13.348","systemId":"fvtt-lethal-fantasy","systemVersion":"13.0.0","createdTime":1757441288902,"modifiedTime":1757441288902,"lastModifiedBy":"Ccm2SWj6Wb78Gkz7"}} {"folder":"37mu4dxsSuftlnmP","name":"Elixer of Grace (Combat)","type":"miracle","img":"systems/fvtt-lethal-fantasy/assets/icons/icon_miracle.webp","_id":"UZv8vySNGOVufUCe","system":{"description":"EFFECT: The miracle neutralizes poison or venom (but not disease) from a victim’s body. The miracle does not heal damage but stops, reverses, and neutralizes poison ingested, injected, or otherwise introduced to the victim. This would include if the victim has failed a saving throw and is facing certain death or even the appearance of death if called within 5 minutes of the poison’s effect. The restoration is only as to the direct effects of the poison or venom and does not heal any other damage, such as the bite that introduced the venom.
","level":12,"components":{"verbal":true,"somatic":true,"material":false,"catalyst":false,"religious":false},"prayerTime":"5","miracleRange":"20 Feet","areaAffected":"One Mortal or Creature","duration":"Instant Plus 1 Hour Game Time","savingThrow":"NONE","materialComponent":"","catalyst":"","attackRoll":"","powerRoll":"","miracleType":"combat","damageDice":"","damageDiceOverpowered":"","damageDiceOverpowered2":""},"effects":[],"sort":100000,"ownership":{"default":0,"l74y1UZmsu5KYmeR":3,"Ccm2SWj6Wb78Gkz7":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"exportSource":null,"coreVersion":"13.348","systemId":"fvtt-lethal-fantasy","systemVersion":"13.0.0","createdTime":1757441291674,"modifiedTime":1757441291674,"lastModifiedBy":"Ccm2SWj6Wb78Gkz7"}} {"folder":"R1X91jmdjtxCTnNY","name":"Commanded Flameburst 3","type":"spell","img":"systems/fvtt-lethal-fantasy/assets/icons/icon_spell.webp","_id":"Uz8BnXB0uFn4oZ7E","system":{"description":"Critical: Fire
Effects: A flash of arcane flame erupts from the caster, encircling the caster and burning, all currently engaged with the caster for 6D6E damage. The caster can protect allies and friends from the damage and only burn those chosen by the caster. All hit by the flame who are wearing cloth armor or clothing catch fire and must spend 1D6 seconds extinguishing the flame. Extinguishing the fire will reset the combat delay count. The flame will burn for 10 seconds and if the flame burns the full 10 full seconds, the flame does an additional 1D4E damage.
The spell is a magical attack with a dodge saving throw to negate damage. This spell can cause magic vital or lethal strikes.
Armor, shield, or natural damage reduction do not block damage from this spell.
Effects: A wall of ice forms, and the caster decides where to place it. The wall is 1 foot thick and 10 foot high and up to 30 feet wide. Blunt or slashing weapons that inflict 500 points of damage can destroy the wall. Piercing weapons do not damage the wall. Fire attacks do triple damage to the wall.
Once the spell duration ends, the wall simply turns to mist and vanishes. The wall cannot be used to summon a source of water, as the frozen water is magical and vanishes when the duration expires.
Effects: The spell creates an invisible barrier around its target, granting it 8 damage resistance. Does not make the protected mortal harder to hit. The spell grants a barrier to damage. The barrier protects from all physical attacks but does not protect from the effects of heat or cold if those effects occur without a physical impact.
The spell must provide the same protections for all targets of the spell. The spell will start and expire at the same time for all those protected.
Extra Aether Points: Add 40 aether points per mortal for 9 DR granted, add 50 aether points per mortal for 10 DR granted. This is the maximum that can be added to this spell.
","level":24,"cost":24,"components":{"verbal":true,"somatic":true,"material":true,"catalyst":false},"castingTime":"1","spellRange":"75","areaAffected":"1-6 Mortals","duration":"30 + D20E Real Time Minutes","savingThrow":"None","extraAetherPoints":"40 for 9 DR, 50 for 10 DR","materialComponent":"Polished Diamond For Each Mortal","attackRoll":"","powerRoll":"","criticalType":"none","memorized":false,"catalyst":"","costOverpowered":0,"costOverpowered2":0,"damageDice":"","damageDiceOverpowered":"","damageDiceOverpowered2":""},"effects":[],"folder":"R1X91jmdjtxCTnNY","sort":7800000,"ownership":{"default":0,"Ccm2SWj6Wb78Gkz7":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":"Item.BgO9tZ0lXeY5LqNA","exportSource":null,"coreVersion":"13.348","systemId":"fvtt-lethal-fantasy","systemVersion":"13.0.0","createdTime":1757441288902,"modifiedTime":1757441288902,"lastModifiedBy":"Ccm2SWj6Wb78Gkz7"},"_id":"VhrLqfi6EnllCU2Z"} {"name":"Mana Spear","type":"spell","img":"systems/fvtt-lethal-fantasy/assets/icons/icon_spell.webp","_id":"W8CprFMxFtXf3QHM","system":{"description":"Critical: Force
Effects: Launches a bolt of arcane energy at the enemy. Arcane power guides the bolt but does not automatically hit. The arcane bolt is a ranged attack with up to 150 feet. A magical attack with a dodge saving throw resolves the spell attack to negate damage. There are multiple bolts possible in this spell depending on the amount of aether points applied, but they are all resolved by one magic attack roll and saving throw. All bolts either hit or miss based on the one roll and can cause magical vital or lethal strikes. The bolts cause 1D8E damage each and the base spell fires 2 bolts of power at the enemy. A failed saving throw results in 2D8E damage. Armor, shield, or natural damage reduction do not block damage from this spell.
Victim should record the damage from the bolts as separate wounds.
The character should describe how the bolts appear. Color, appearance and shape are all up to the caster. The only immutable trait is size. This is not an enormous bolt and should be no bigger than the size of a large grapefruit.
Extra Aether Points: Add 5 aether points to fire 3 bolts or add 10 to fire 4 bolts of arcane energy. 4 bolts are the maximum overpowering of the spell. Total spell cost 10 for 4 bolts.
Effects: Locks one item that only the magic-user can unlock. The magic-user can unlock the item silently or by using a secret magic word created during the spell. Overpowering the spell gives the magic-user the option to share this word. The word can be shared with allies or even enemies. Anyone who knows the secret word can freely share it with others. The magic-user should be careful with whom they share their secret words. A challenge of strength that is set when the lock is created can also open the locked item. 20 plus D20E for needed challenge of strength roll to force open the lock. Only one attempt to force the lock is allowed, and failure means it is permanently locked against that person, even if they boost their strength later with magic or training. You cannot attempt this challenge as a group or with magical assistance.
Another magic-user casting Arcane Open can also break the lock to break the wizard lock. The magic-user attempting to break the lock must exceed the spell casting roll of the locking magic-user. A magic-user can only attempt to break the lock once. If they fail, they can never try to break that lock again.
Items such as doors, windows, chests, and boxes can be locked.
This spell does not make the item indestructible. A window, for instance, could still be broken, but it would not be possible to open it. The door could be destroyed but not forced open.
Magic-users can detect arcane locks and are aware of their presence on an item when they touch a locked item if they possess the spells arcane lock or arcane open.
Effects: Grants the target near dark vision similar in all ways to the vision of the dwarves and half orc mortals. This does not allow seeing in true darkness, as no mortal can see in actual darkness. Only the creatures from deep below and the undead have that ability.
The caster can cast near dark vision on more than one individual to include themselves if the spell is overpowered. All near dark vision spells expire at the same time, regardless of when they were cast. The currently active spell always controls termination of the spell. Casting a new near dark vision spell with only 2 minutes left on an older spell does not change the duration of the older spell. It is recommended that characters allow the active near dark vision spell to expire before starting the process again. The caster can terminate the spell early and recast on a larger group. Regardless of how many spells are cast, the maximum number of persons one magic-user can grant near dark vision is 6 and they will always expire at the same time.
EFFECT: Calls fire down upon the cleric to burn the enemies of the cleric. The cleric’s fire deals 10D20 fire damage to all mortals and creatures within the radius. The fire call engulfs and burns all burnable objects within the radius. To avoid damage, a character must avoid the blast. Characters should position themselves on the battle map where they could have avoided the blast. The object or circumstance of protection must be within 5 feet at the time the blast erupts. If there is no possibility of getting outside the radius (room or hallway too small). The save will only cut the damage in half. This is a GM determination based on location and setting of the battle.
The cleric and others who have been proselytized into the cleric’s faith are immune to the fire.
This miracle or call fire or call burn can be called only once per game session.
Critical: None
Effects: The character causes one opponent to be outlined in a shining aura, making them easier to hit with melee and ranged attacks. The aura creates no actual light but directs an attacker to the best place to strike. Until the target is attacked, the aura remains. The aura allows one second of attacks upon the target with favor. The spell grants favored attacks only for the first attack and any attacks that occur on the same second as the initial attack. Afterward, the spell’s effects end.
Effects: The caster creates a pulse of pain to enemies within 30 feet of the caster. The spell causes no actual injury or wound. The pulse forces enemies to make a saving throw against pain as if a serious wound had been inflicted. Those failing the toughness save will be under a flash of pain, just as if they actually suffered a wound. Animals will flee after the flash of pain passes, as stated in the LETHAL BOOK OF MONSTERS.
","level":22,"cost":22,"memorized":false,"components":{"verbal":true,"somatic":true,"material":false,"catalyst":false},"castingTime":"1 Second","spellRange":"Self","areaAffected":"All Opponents with 30 Feet of Caster","duration":"1D12E seconds","savingThrow":"TOUGHNESS","extraAetherPoints":"Add 10 aether points to increase the area affected to 50 feet from the caster","materialComponent":"","attackRoll":"","powerRoll":"","criticalType":"none","catalyst":"","costOverpowered":0,"costOverpowered2":0,"damageDice":"","damageDiceOverpowered":"","damageDiceOverpowered2":""},"effects":[],"sort":0,"ownership":{"default":0,"l74y1UZmsu5KYmeR":3,"Ccm2SWj6Wb78Gkz7":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"exportSource":null,"coreVersion":"13.348","systemId":"fvtt-lethal-fantasy","systemVersion":"13.0.0","createdTime":1757441288902,"modifiedTime":1757441288902,"lastModifiedBy":"Ccm2SWj6Wb78Gkz7"}} {"folder":"R1X91jmdjtxCTnNY","name":"Inferno Wall","type":"spell","img":"systems/fvtt-lethal-fantasy/assets/icons/icon_spell.webp","_id":"XbUmrZd1qBIGTpjo","system":{"description":"Effects: Caster summons a wall of flame up to 100 feet across up to 20 feet tall and 3 feet in breadth. The flame is extremely hot and if placed on top of mortals, creatures, or monsters, the flame inflicts 4D6E damage unless the target avoids the flame with a dodge saving throw. The burning flame causes 1D6E damage to anyone within 5 feet of the flame who stays within 5 feet for 5 seconds (no save). Running or passing through the flame to the opposite side of the wall will cause 4D6E fire damage (no save). Damage resistance from armor or natural sources do not block the damage from the wall of flame.
This spell causes damage but cannot cause magical vital or lethal strikes.
Defenders who are wearing cloth armor or clothes will catch fire if they run through the flames or do not dodge the original placement of the wall. The fire will burn the clothes for 10 seconds or until the defender spends 1D6 seconds putting out the fire. If the fire burns for the full 10 seconds, then the character takes 1D4E additional damage.
Effects: Caster attempts to remove the arcane tracker that was placed upon a mortal or other creature. The caster rolls, adding all modifiers, and compares their result to the casting roll of the magic-user who placed the tracker. The higher roll determines the outcome: either the tracker remains or it is removed. Ties go to the caster that placed the tracker as they defend the spell.
Caster can only attempt to remove the tracker once and then the ability to remove it is beyond their ability. Different casters can try to remove the tracker, but each caster only gets one attempt.
EFFECT: Reveals if there are curses or possessions on mortals or items. The miracle does not remove the curse or possession, but it reveals the effects, nature and details of the curse and how difficult it will be to remove the curse or possession. Evil clerics or demons can inflict curses on items or possess mortals. The Game Magistrate will set the strength of the curse or possession. A separate miracle might remove this curse or possession. Only darkness/evil clerics place curses and possessions and are an attack left to the province of demons.
","level":7,"components":{"verbal":true,"somatic":true,"material":false,"catalyst":false,"religious":true},"prayerTime":"12000","miracleRange":"20 Feet","areaAffected":"One Mortal or Item","duration":"Instant","savingThrow":"NONE","materialComponent":"","catalyst":"","attackRoll":"","powerRoll":"","miracleType":"ritualfaith","damageDice":"","damageDiceOverpowered":"","damageDiceOverpowered2":""},"effects":[],"sort":0,"ownership":{"default":0,"l74y1UZmsu5KYmeR":3,"Ccm2SWj6Wb78Gkz7":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"exportSource":null,"coreVersion":"13.348","systemId":"fvtt-lethal-fantasy","systemVersion":"13.0.0","createdTime":1757441291674,"modifiedTime":1757441291674,"lastModifiedBy":"Ccm2SWj6Wb78Gkz7"}} {"folder":"37mu4dxsSuftlnmP","name":"Illuminate (Non-Combat)","type":"miracle","img":"systems/fvtt-lethal-fantasy/assets/icons/icon_miracle.webp","_id":"Y0PlUKSA4VPCkjWn","system":{"description":"Effect: Cause all light sources within 30 feet that are in the open that are unlit suddenly become lit. This lights all sources, and the cleric cannot choose which will light. The spell ignites any visible light source. Characters must cover torches carried on their back or in their gear to prevent them from lighting. This can start a campfire if it is clearly prepared as a campfire prior to calling the miracle.
","level":4,"components":{"verbal":true,"somatic":true,"material":false,"catalyst":false,"religious":true},"prayerTime":"60","miracleRange":"30 Feet","areaAffected":"All Light Sources in the Open that Are Unlit Within 30 Feet of the Cleric","duration":"Lit Sources Will Burn as Normal Once Lit","savingThrow":"NONE","materialComponent":"","catalyst":"","attackRoll":"","powerRoll":"","miracleType":"noncombat","damageDice":"","damageDiceOverpowered":"","damageDiceOverpowered2":""},"effects":[],"sort":0,"ownership":{"default":0,"l74y1UZmsu5KYmeR":3,"Ccm2SWj6Wb78Gkz7":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"exportSource":null,"coreVersion":"13.348","systemId":"fvtt-lethal-fantasy","systemVersion":"13.0.0","createdTime":1757441291674,"modifiedTime":1757441291674,"lastModifiedBy":"Ccm2SWj6Wb78Gkz7"}} {"folder":"37mu4dxsSuftlnmP","name":"Frostward VI (Non-Combat)","type":"miracle","img":"systems/fvtt-lethal-fantasy/assets/icons/icon_miracle.webp","_id":"Y2xxSvZ8v7bHp1PB","system":{"description":"EFFECT: The mortal or mortals are extremely resistant to cold and ice. The mortal receives 12 Damage Reduction against all natural, magical, and divine cold and ice attacks.
","level":18,"components":{"verbal":true,"somatic":true,"material":false,"catalyst":false,"religious":true},"prayerTime":"120","miracleRange":"20 Feet","areaAffected":"One to Six Mortals (18 Divinity Levels per Mortal) Only one such miracle can be active at once and all affected have the same duration.","duration":"20 Plus 1D100 Minutes of Real Time. Kept by the Cleric.","savingThrow":"NONE","materialComponent":"","catalyst":"Religious Symbol","attackRoll":"","powerRoll":"","miracleType":"noncombat","damageDice":"","damageDiceOverpowered":"","damageDiceOverpowered2":""},"effects":[],"sort":2100000,"ownership":{"default":0,"l74y1UZmsu5KYmeR":3,"Ccm2SWj6Wb78Gkz7":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"exportSource":null,"coreVersion":"13.348","systemId":"fvtt-lethal-fantasy","systemVersion":"13.0.0","createdTime":1757441291674,"modifiedTime":1757441291674,"lastModifiedBy":"Ccm2SWj6Wb78Gkz7"}} {"folder":"37mu4dxsSuftlnmP","name":"Scales of Protection (Combat)","type":"miracle","img":"systems/fvtt-lethal-fantasy/assets/icons/icon_miracle.webp","_id":"Y5s0hv1wC8CzZ4Ba","system":{"description":"EFFECT: The skin of the cleric toughens and noticeably scales to appear like the skin of a lizard. With the reptile skin, the cleric gains +4 DR. The protection remains for 40 plus D20 minutes of real time. This protection only applies to physical attacks, not magical ones. The DR is cumulative to other physical DR from armor or skin. Does not stack with any other divine or arcane DR.
","level":10,"components":{"verbal":true,"somatic":true,"material":false,"catalyst":false,"religious":true},"prayerTime":"3","miracleRange":"Personal","areaAffected":"Self","duration":"40 Plus 1D20 Minutes of Real Time. Kept by the Cleric.","savingThrow":"NONE","materialComponent":"","catalyst":"","attackRoll":"","powerRoll":"","miracleType":"combat","damageDice":"","damageDiceOverpowered":"","damageDiceOverpowered2":""},"effects":[],"sort":0,"ownership":{"default":0,"l74y1UZmsu5KYmeR":3,"Ccm2SWj6Wb78Gkz7":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"exportSource":null,"coreVersion":"13.348","systemId":"fvtt-lethal-fantasy","systemVersion":"13.0.0","createdTime":1757441291674,"modifiedTime":1757441291674,"lastModifiedBy":"Ccm2SWj6Wb78Gkz7"}} {"folder":"R1X91jmdjtxCTnNY","name":"Commanded Flameburst 1","type":"spell","img":"systems/fvtt-lethal-fantasy/assets/icons/icon_spell.webp","_id":"Y8GmCGWm8r6VUxtg","system":{"description":"Critical: Fire
Effects: A flash of arcane flame erupts from the caster, encircling the caster and burning, all currently engaged with the caster for 2D6E damage. The caster can protect allies and friends from the damage and only burn those chosen by the caster. All hit by the flame who are wearing cloth armor or clothing catch fire and must spend 1D6 seconds extinguishing the flame. Extinguishing the fire will reset the combat delay count. The flame will burn for 10 seconds and if the flame burns the full 10 full seconds, the flame does an additional 1D4E damage.
The spell is a magical attack with a dodge saving throw to negate damage. This spell can cause magic vital or lethal strikes.
Armor, shield, or natural damage reduction do not block damage from this spell.
EFFECT: An injured mortal regenerates to full health over a period of time. Regeneration heals one hit point every hour until the mortal is fully healed. Once the regeneration begins, the target falls into a deep coma. A cleric cannot awaken the target or stop the regeneration until the target is fully healed. This is a dangerous miracle to call unless in a safe location. This miracle does not regenerate lost limbs or organs, but will heal an injury without restoring the lost limb or organ.
","level":10,"components":{"verbal":true,"somatic":true,"material":false,"catalyst":false,"religious":true},"prayerTime":"1800","miracleRange":"Touch","areaAffected":"One Mortal","duration":"Permanent (The Regeneration Effect Once Begun Takes 1 Hour to Regenerate Each Hit Point Healed)","savingThrow":"NONE","materialComponent":"","catalyst":"","attackRoll":"","powerRoll":"","miracleType":"ritualfaith","damageDice":"","damageDiceOverpowered":"","damageDiceOverpowered2":""},"effects":[],"sort":0,"ownership":{"default":0,"l74y1UZmsu5KYmeR":3,"Ccm2SWj6Wb78Gkz7":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"exportSource":null,"coreVersion":"13.348","systemId":"fvtt-lethal-fantasy","systemVersion":"13.0.0","createdTime":1757441291674,"modifiedTime":1757441291674,"lastModifiedBy":"Ccm2SWj6Wb78Gkz7"}} {"folder":"37mu4dxsSuftlnmP","name":"Emberstride I (Non-Combat)","type":"miracle","img":"systems/fvtt-lethal-fantasy/assets/icons/icon_miracle.webp","_id":"YQjoZ2n6XoOPfSsb","system":{"description":"EFFECT: The mortal or mortals become extremely resistant to fire and heat. The mortal receives 2 Damage Reduction against all natural, magical, and divine heat and fire attacks.
","level":4,"components":{"verbal":true,"somatic":true,"material":false,"catalyst":false,"religious":true},"prayerTime":"120","miracleRange":"20 Feet","areaAffected":"One to Six Mortals (4 Divinity Levels per Mortal) Only One Such Miracle Can Be Active at Once and All Affected Have the Same Duration","duration":"20 Plus 1D100 Minutes of Real Time. Kept by the Cleric.","savingThrow":"NONE","materialComponent":"","catalyst":"","attackRoll":"","powerRoll":"","miracleType":"noncombat","damageDice":"","damageDiceOverpowered":"","damageDiceOverpowered2":""},"effects":[],"sort":0,"ownership":{"default":0,"l74y1UZmsu5KYmeR":3,"Ccm2SWj6Wb78Gkz7":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"exportSource":null,"coreVersion":"13.348","systemId":"fvtt-lethal-fantasy","systemVersion":"13.0.0","createdTime":1757441291674,"modifiedTime":1757441291674,"lastModifiedBy":"Ccm2SWj6Wb78Gkz7"}} {"name":"Spring of Faith (Non-Combat)","type":"miracle","img":"systems/fvtt-lethal-fantasy/assets/icons/icon_miracle.webp","_id":"YRTINHR1gW1usqBb","system":{"description":"EFFECT: Summons 1 gallon of water. The cleric can fill a container up to 1 gallon with fresh drinkable water. Cannot use the miracle to make a pool or put water in anything other than a drinking container. The miracle is to create a drinkable, life-sustaining source of water.
","level":9,"components":{"verbal":true,"somatic":true,"material":false,"catalyst":true,"religious":false},"prayerTime":"60","miracleRange":"10 Feet","areaAffected":"One Drinking Container","duration":"Instant","savingThrow":"NONE","materialComponent":"","catalyst":"Water Container","attackRoll":"","powerRoll":"","miracleType":"noncombat","damageDice":"","damageDiceOverpowered":"","damageDiceOverpowered2":""},"effects":[],"folder":"37mu4dxsSuftlnmP","sort":2700000,"ownership":{"default":0,"l74y1UZmsu5KYmeR":3,"Ccm2SWj6Wb78Gkz7":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"exportSource":null,"coreVersion":"13.348","systemId":"fvtt-lethal-fantasy","systemVersion":"13.0.0","createdTime":1757441291674,"modifiedTime":1757441291674,"lastModifiedBy":"Ccm2SWj6Wb78Gkz7"}} {"folder":"37mu4dxsSuftlnmP","name":"Parley with the Ancients (Ritual of Faith)","type":"miracle","img":"systems/fvtt-lethal-fantasy/assets/icons/icon_miracle.webp","_id":"Z68Dvq3Vm109Rwcr","system":{"description":"EFFECT: The dead mortal will awaken with their consciousness, and spirit called back to their body. They will say their name and when they died. “I, Sir Maximus Valcor, died on the 11th day of Sylvune in the year 3546 A.F.” The cleric then compels them to answer 3 questions. The dead mortal will only answer questions they knew the answer to when they died. The questions must be specific and can be answered in a brief response. It is not acceptable for the question to require a narrative or story. The cleric cannot ask the dead to tell them all about their life, or all about the battle, or everything they know about an event or mortal.
Appropriate Questions:
How did you die?
Who killed you?
Where did you bury the treasure?
Where are you from?
The GM is the ultimate arbiter of what the dead mortal knew and how to answer the question.
EFFECT: The mortal or mortals are extremely resistant to cold and ice. The mortal receives 10 Damage Reduction against all natural, magical, and divine cold and ice attacks.
","level":15,"components":{"verbal":true,"somatic":true,"material":false,"catalyst":false,"religious":true},"prayerTime":"120","miracleRange":"20 Feet","areaAffected":"One to Six Mortals (15 Divinity Levels per Mortal) Only one such miracle can be active at once and all affected have the same duration.","duration":"20 Plus 1D100 Minutes of Real Time. Kept by the Cleric.","savingThrow":"NONE","materialComponent":"","catalyst":"Religious Symbol","attackRoll":"","powerRoll":"","miracleType":"noncombat","damageDice":"","damageDiceOverpowered":"","damageDiceOverpowered2":""},"effects":[],"sort":2000000,"ownership":{"default":0,"l74y1UZmsu5KYmeR":3,"Ccm2SWj6Wb78Gkz7":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"exportSource":null,"coreVersion":"13.348","systemId":"fvtt-lethal-fantasy","systemVersion":"13.0.0","createdTime":1757441291674,"modifiedTime":1757441291674,"lastModifiedBy":"Ccm2SWj6Wb78Gkz7"}} {"folder":"37mu4dxsSuftlnmP","name":"Wyrmhide (Combat)","type":"miracle","img":"systems/fvtt-lethal-fantasy/assets/icons/icon_miracle.webp","_id":"a6EjgyvbqVzYASAu","system":{"description":"EFFECT: The skin of the cleric toughens and noticeably scales to appear like the skin of a dragon (or what mortals think dragon skin looks like). With the dragon skin, the cleric has +6 DR. The protection remains for 40 plus D20 minutes of real time. The protection applies to fire, heat, and physical attacks, but not to other magical attacks. DR stacks with other sources of physical damage reduction, like armor or skin. Does not stack with any other divine or arcane DR.
","level":15,"components":{"verbal":true,"somatic":true,"material":false,"catalyst":false,"religious":true},"prayerTime":"3","miracleRange":"Personal","areaAffected":"Self","duration":"40 Plus 1D20 Minutes of Real Time. Kept by the Cleric","savingThrow":"NONE","materialComponent":"","catalyst":"","attackRoll":"","powerRoll":"","miracleType":"combat","damageDice":"","damageDiceOverpowered":"","damageDiceOverpowered2":""},"effects":[],"sort":0,"ownership":{"default":0,"l74y1UZmsu5KYmeR":3,"Ccm2SWj6Wb78Gkz7":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"exportSource":null,"coreVersion":"13.348","systemId":"fvtt-lethal-fantasy","systemVersion":"13.0.0","createdTime":1757441291674,"modifiedTime":1757441291674,"lastModifiedBy":"Ccm2SWj6Wb78Gkz7"}} {"folder":"37mu4dxsSuftlnmP","name":"Truth of the Body (Ritual of Faith)","type":"miracle","img":"systems/fvtt-lethal-fantasy/assets/icons/icon_miracle.webp","_id":"aFoHizNrdDPKAdXK","system":{"description":"EFFECT: Provides a cleric with detailed information on the injuries a mortal has sustained. While not healing, the miracle reveals to a cleric whether a limb can be saved using divine healing or if it requires full regeneration. If any maladies are beyond divine healing, such as magical effects, the cleric will learn about them. The DM may provide meta-gaming information, such as total hit points, number of wounds, and how many hit points have been lost. The GM should give the cleric specific details about any sickness or disease, including the potential outcome.
","level":3,"components":{"verbal":true,"somatic":true,"material":false,"catalyst":false,"religious":false},"prayerTime":"900","miracleRange":"Touch","areaAffected":"One Mortal","duration":"Instant","savingThrow":"NONE","materialComponent":"","catalyst":"","attackRoll":"","powerRoll":"","miracleType":"ritualfaith","damageDice":"","damageDiceOverpowered":"","damageDiceOverpowered2":""},"effects":[],"sort":0,"ownership":{"default":0,"l74y1UZmsu5KYmeR":3,"Ccm2SWj6Wb78Gkz7":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"exportSource":null,"coreVersion":"13.348","systemId":"fvtt-lethal-fantasy","systemVersion":"13.0.0","createdTime":1757441291674,"modifiedTime":1757441291674,"lastModifiedBy":"Ccm2SWj6Wb78Gkz7"}} {"folder":"37mu4dxsSuftlnmP","name":"Ancient Wyrmhide (Combat)","type":"miracle","img":"systems/fvtt-lethal-fantasy/assets/icons/icon_miracle.webp","_id":"aQcWdh7IdJB54ft0","system":{"description":"EFFECT: The skin of the cleric toughens and noticeably scales to appear like the skin of a dragon (or what mortals think dragon skin looks like). With the dragon skin, the cleric has +8 DR. The protection remains for 40 plus D20 minutes of real time. The protection applies to fire, heat, and physical attacks, but not to other magical attacks. DR stacks with other sources of physical damage reduction, like armor or skin. Does not stack with any other divine or arcane DR.
","level":19,"components":{"verbal":true,"somatic":true,"material":false,"catalyst":false,"religious":true},"prayerTime":"3","miracleRange":"Personal","areaAffected":"Self","duration":"40 Plus 1D20 Minutes of Real Time. Kept by the Cleric.","savingThrow":"NONE","materialComponent":"","catalyst":"","attackRoll":"","powerRoll":"","miracleType":"combat","damageDice":"","damageDiceOverpowered":"","damageDiceOverpowered2":""},"effects":[],"sort":0,"ownership":{"default":0,"l74y1UZmsu5KYmeR":3,"Ccm2SWj6Wb78Gkz7":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"exportSource":null,"coreVersion":"13.348","systemId":"fvtt-lethal-fantasy","systemVersion":"13.0.0","createdTime":1757441291674,"modifiedTime":1757441291674,"lastModifiedBy":"Ccm2SWj6Wb78Gkz7"}} {"folder":"37mu4dxsSuftlnmP","name":"Communal Restoration I (Non-Combat)","type":"miracle","img":"systems/fvtt-lethal-fantasy/assets/icons/icon_miracle.webp","_id":"aTSlXXGgaLWh8W4i","system":{"description":"EFFECT: Provides 1D3E healing for wounds to all mortals affected at the clerics’ discretion. The cleric can choose to heal one wound or distribute the healing evenly among all wounds. A fully healed wound will spill over and heal any remaining wounds evenly.
","level":4,"components":{"verbal":true,"somatic":true,"material":false,"catalyst":false,"religious":true},"prayerTime":"600","miracleRange":"Touch","areaAffected":"All Mortals Touching or Being Touched by the Cleric.","duration":"Permanent (The Healing Effect Once Begun Takes 10 Seconds to Complete as Wounds Heal and Improve)","savingThrow":"NONE","materialComponent":"","catalyst":"","attackRoll":"","powerRoll":"","miracleType":"noncombat","damageDice":"","damageDiceOverpowered":"","damageDiceOverpowered2":""},"effects":[],"sort":0,"ownership":{"default":0,"l74y1UZmsu5KYmeR":3,"Ccm2SWj6Wb78Gkz7":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"exportSource":null,"coreVersion":"13.348","systemId":"fvtt-lethal-fantasy","systemVersion":"13.0.0","createdTime":1757441291674,"modifiedTime":1757441291674,"lastModifiedBy":"Ccm2SWj6Wb78Gkz7"}} {"folder":"R1X91jmdjtxCTnNY","name":"Lightning Bolt","type":"spell","img":"systems/fvtt-lethal-fantasy/assets/icons/icon_spell.webp","_id":"aaOVZeoaEkhKHe56","system":{"description":"Effects: The caster shoots a bolt of lightning from their body. The caster can decide where the lightning bolt comes from. Choosing where to shoot the lightning bolt is up to the caster, whether from their extended or pointed hand, hands, eyes, mouth, middle of their chest, or any other creative idea they have. The caster should choose how the lightning expels on the first casting and stick with that method from then on.
The lightning bolt is 3 foot wide and extends 150 feet in a straight line.
The bolt of lightning does 8D6E damage to all in the straight line of the bolt and the bolt does not stop unless it hits a solid object of stone or metal (a player in metal armor does not stop the bolt). Wood items and doors, mortal creatures or characters do not stop the bolt. The bolt causes damage and continues forward. The damage remains constant along the full length of the bolt.
Wooden objects hit by the bolt will have a hole blasted through them 3 foot in diameter and all creatures, friend, or foe in the bolt's path, must save versus a magical attack with a dodge saving throw or suffer damage from the bolt. The power of the bolt will go through the body of the victim and slightly melt all soft metal items carried or held. This melting causes coins held in a coin purse to bond together, requiring 1D4 hours to separate them. The coins will permanently retain the slightly deformed shape resulting from the super-heating. Other jewelry, such as rings, will be slightly malformed but not fully melted.
A bolt will knock any mortal or creature 10 feet back in the direction from which it came. They must roll agility challenge roll vs original spell casting attack roll to land on their feet, or they will land prone and spend 1D6 seconds getting back to their feet. During this recovery time, they attack and defend with disfavor and combat delay dice are reset.
The spell is a magical attack with a dodge saving throw to negate damage. This spell can cause magic vital or lethal strikes.
Armor, shield, or natural damage reduction do not block damage from this spell.
EFFECT: Reveals if there is poison (but not disease) that would negatively affect a mortal who ingested it in an item, container, food, drink, or other items that contain poison. The miracle also reveals if a monster or beast has poisonous abilities to inflict on the character. The miracle reveals how dangerous the poison is and if it has any added effects like paralyzation, sleep, slow or other effects.
The GM should interpret poison liberally as anything that causes harm to the mortal who ingests it or has it inflicted upon them.
If called onto a living creature to reveal if the creature has poisonous venom. The creature uses a toughness (constitution) save to resist the miracle. If the cleric succeeds, they should be told of any poison and its general damage potential. They will also learn if it has additional effects like paralyzation, sleep, slow or other negative effects.
EFFECT: The mortal or mortals become extremely resistant to fire and heat. The mortal receives 15 Damage Reduction against all natural, magical, and divine heat and fire attacks.
","level":25,"components":{"verbal":true,"somatic":true,"material":false,"catalyst":false,"religious":true},"prayerTime":"120","miracleRange":"20 Feet","areaAffected":"One to Six Mortals (25 Divinity Levels per Mortal) Only One Such Miracle Can Be Active at Once and All Affected Have the Same Duration","duration":"20 Plus 1D100 Minutes of Real Time. Kept by the Cleric.","savingThrow":"NONE","materialComponent":"","catalyst":"","attackRoll":"","powerRoll":"","miracleType":"noncombat","damageDice":"","damageDiceOverpowered":"","damageDiceOverpowered2":""},"effects":[],"sort":0,"ownership":{"default":0,"l74y1UZmsu5KYmeR":3,"Ccm2SWj6Wb78Gkz7":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"exportSource":null,"coreVersion":"13.348","systemId":"fvtt-lethal-fantasy","systemVersion":"13.0.0","createdTime":1757441291674,"modifiedTime":1757441291674,"lastModifiedBy":"Ccm2SWj6Wb78Gkz7"}} {"folder":"37mu4dxsSuftlnmP","name":"Sharp to Smash (Non-Combat)","type":"miracle","img":"systems/fvtt-lethal-fantasy/assets/icons/icon_miracle.webp","_id":"cG7iSLUm7Kv3MjGg","system":{"description":"EFFECT: The prayer is to change a sharp-bladed weapon to a blunt weapon. While the prayer changes the type of damage, the total damage remains the same, and no modifiers are altered. This is a miracle summoned if the nature of the weapon is important for the purpose or enemy the weapon is being used against.
","level":5,"components":{"verbal":true,"somatic":true,"material":false,"catalyst":false,"religious":true},"prayerTime":"120","miracleRange":"Touch","areaAffected":"One Weapon. Up to Six Weapons, Only One Such Miracle Can Be Active at Once","duration":"30 Plus 1D100E Minutes of Real Time. Kept by the Cleric","savingThrow":"NONE","materialComponent":"","catalyst":"","attackRoll":"","powerRoll":"","miracleType":"noncombat","damageDice":"","damageDiceOverpowered":"","damageDiceOverpowered2":""},"effects":[],"sort":0,"ownership":{"default":0,"l74y1UZmsu5KYmeR":3,"Ccm2SWj6Wb78Gkz7":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"exportSource":null,"coreVersion":"13.348","systemId":"fvtt-lethal-fantasy","systemVersion":"13.0.0","createdTime":1757441291674,"modifiedTime":1757441291674,"lastModifiedBy":"Ccm2SWj6Wb78Gkz7"}} {"folder":"R1X91jmdjtxCTnNY","name":"Frostburst","type":"spell","img":"systems/fvtt-lethal-fantasy/assets/icons/icon_spell.webp","_id":"cPNqg8u8bbwndcUQ","system":{"description":"Critical: Cold
Effects: The caster shoots a subzero freezing liquid toward the target. The liquid is not water. This substance is far colder than water in a liquid state. The liquid is of whatever color and description the magic user desires and comes from wherever they wish but must be consistent over all uses (this is a character development opportunity, so make it sound awesome).
The liquid does cold damage to the target of 4D4E damage and freezes all exposed skin, including the face and hands. The skin will begin turning black and fall off over about a week. There is no permanent damage, but the skin looks awful as it peels and chunks of flesh begin to fall off. It is not uncommon to be confused with the disease or even mistaken for a zombie. In 2 weeks, the skin will fall off and the character will look normal. Healing the wound restores hit points, but the dead dried frozen skin is just a byproduct of the freezing and is not indicative of an actual injury.
Characters may be concerned the dead skin may indicate future scaring and life-threatening conditions. This is a role play opportunity for players and GMs and for characters with skill in medicine to diagnose the true nature of the injury. The challenge rating to determine the skin issue is superficial is 80.
The spell is a magical attack with a dodge saving throw to negate damage. This spell can cause magical vital or lethal strikes.
Armor, shield, or natural damage reduction do not block damage from this spell.
EFFECT: Provides 1D3E healing for wounds at the clerics’ discretion. The cleric can choose to heal one wound or distribute the healing evenly among all wounds. A fully healed wound will spill over and heal any remaining wounds evenly.
","level":1,"components":{"verbal":true,"somatic":true,"material":false,"catalyst":false,"religious":true},"prayerTime":"300","miracleRange":"Touch","areaAffected":"One Mortal","duration":"Permanent (The Healing Effect Once Begun Takes 10 Seconds to Complete as Wounds Heal and Improve)","savingThrow":"NONE","materialComponent":"","catalyst":"","attackRoll":"","powerRoll":"","miracleType":"noncombat","damageDice":"","damageDiceOverpowered":"","damageDiceOverpowered2":""},"effects":[],"sort":0,"ownership":{"default":0,"l74y1UZmsu5KYmeR":3,"Ccm2SWj6Wb78Gkz7":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"exportSource":null,"coreVersion":"13.348","systemId":"fvtt-lethal-fantasy","systemVersion":"13.0.0","createdTime":1757441291674,"modifiedTime":1757441291674,"lastModifiedBy":"Ccm2SWj6Wb78Gkz7"}} {"folder":"R1X91jmdjtxCTnNY","name":"Thunder Cry","type":"spell","img":"systems/fvtt-lethal-fantasy/assets/icons/icon_spell.webp","_id":"cyOxvUOxBPmIMQYO","system":{"description":"Critical: Force
Effects: A powerful scream of sonic power that strikes all within the area of affect. The caster chooses where to place the cone of sonic disruption, but it must originate from the caster’s position. The cone causes 2D12E force damage. Dodging the incoming sonic blast allows the target to take half damage.
This spell can cause magical lethal, and vital strikes.
EFFECT: This miracle restores poisoned or diseased water. The water is drinkable and useable for sustenance. The miracle does not improve its original quality or taste but removes all poison or disease, including removal of parasites.
The miracle cannot remove magical effects on the water or traps besides the poison that is set on the water.
This miracle does not create holy water.
Critical: Fire
Effect: This spell creates a 10-foot by 5-foot stream of searing fire in front of the caster. The heat of the fire causes damage to all within the stream. Those attacked may try to leap to safety and negate the attack with a successful DODGE saving throw if there is an available area to move to safety. If there is no room to jump back or to the side (cannot jump toward caster), such as in a narrow hallway, then the best a defender can do is avoid some of the heat and sustain ½ damage rounded down. Damage is 8D6E for the searing flame.
Defenders who are wearing cloth armor or clothing catch fire if they take the full brunt of the searing fire, but avoid fire if they negate damage or take ½ damage. The fire will burn for 10 seconds or until the defender spends 1D6 seconds putting out the fire. If the fire burns for the full 10 seconds, then the character takes 1D4E added damage.
The spell is a magical attack with a dodge saving throw to negate or ½ damage. This spell can cause magic vital or lethal strikes.
Armor, shield, or natural damage reduction do not block damage from this spell.
Characters should describe the hand gesture that produces the flame and depict the flame that is produced. The color and description of the flame is up to the character and are part of the character’s individuality that makes them a unique part of the game.
Effects: A bluish flame is summoned to either float over the caster’s head or attach to some object, providing light like a torch, although the light has a slight bluish tone. The flame gives off no heat and cannot light a fire. The creation of light where there is none is a great power, removing the horror of darkness for mere mortals. This power has one weakness, and the greatest mages and sorcerers of the realms have struggled to solve it for as long as such things have been recorded. A life saving flame, created by this spell, will light the way in the darkest night or the most closed castle tower, but its power becomes limited if the caster descends into the world beneath. The caster can only cast this spell once every 8 hours of game time while underground. This restriction is regardless of the number of aether points the magic user possesses. The restriction applies to all levels of the Arcane Torch spell. This restriction does not apply if it is simply dark, but only if the darkness manifests from descending below the surface of the world. Below the surface, the world darkness reigns and, in that realm, the Nyctarian are supreme.
","level":3,"cost":3,"memorized":false,"components":{"verbal":true,"somatic":true,"material":true,"catalyst":false},"castingTime":"3 Seconds","spellRange":"10 Feet","areaAffected":"Light Equivalent to a Torch. Radius of 30 Feet Bright Light and 60 Feet Dim Light","duration":"20 Plus D100E Minutes in Real Time Kept by the GM","savingThrow":"NONE","extraAetherPoints":"","materialComponent":"Small piece of obsidian","attackRoll":"","powerRoll":"","criticalType":"none","catalyst":"","costOverpowered":0,"costOverpowered2":0,"damageDice":"","damageDiceOverpowered":"","damageDiceOverpowered2":""},"effects":[],"folder":"R1X91jmdjtxCTnNY","sort":6900000,"ownership":{"default":0,"l74y1UZmsu5KYmeR":3,"Ccm2SWj6Wb78Gkz7":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"exportSource":null,"coreVersion":"13.348","systemId":"fvtt-lethal-fantasy","systemVersion":"13.0.0","createdTime":1757441288902,"modifiedTime":1757441288902,"lastModifiedBy":"Ccm2SWj6Wb78Gkz7"}} {"folder":"R1X91jmdjtxCTnNY","name":"Commanded Flameburst 2","type":"spell","img":"systems/fvtt-lethal-fantasy/assets/icons/icon_spell.webp","_id":"eHerGIBfJkOk0XKM","system":{"description":"Effects: A flash of arcane flame erupts from the caster, encircling the caster and burning, all currently engaged with the caster for 4D6E damage. The caster can protect allies and friends from the damage and only burn those chosen by the caster. All hit by the flame who are wearing cloth armor or clothing catch fire and must spend 1D6 seconds extinguishing the flame. Extinguishing the fire will reset the combat delay count. The flame will burn for 10 seconds and if the flame burns the full 10 full seconds, the flame does an added 1D4E damage.
The spell is a magical attack with a dodge saving throw to negate damage. This spell can cause magic vital or lethal strikes.
Armor, shield, or natural damage reduction do not block damage from this spell.
Effects: Time freezes for all but the caster for 8 seconds. Allows the caster to move or attack with a melee attack while time is frozen. Attacks automatically hit but should roll attack rolls to check for possible critical hits. The effects of lethargy do not begin until after the time freeze expires. The caster cannot cast any additional spells during the time freeze but can move at normal speeds and execute 2 melee attacks.
","level":19,"cost":19,"memorized":false,"components":{"verbal":true,"somatic":false,"material":true,"catalyst":false},"castingTime":"1 Second","spellRange":"Self","areaAffected":"Caster","duration":"8 Seconds","savingThrow":"NONE","extraAetherPoints":"","materialComponent":"Pinch of Sand From an Hourglass","attackRoll":"","powerRoll":"","criticalType":"none","catalyst":"","costOverpowered":0,"costOverpowered2":0,"damageDice":"","damageDiceOverpowered":"","damageDiceOverpowered2":""},"effects":[],"sort":0,"ownership":{"default":0,"l74y1UZmsu5KYmeR":3,"Ccm2SWj6Wb78Gkz7":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"exportSource":null,"coreVersion":"13.348","systemId":"fvtt-lethal-fantasy","systemVersion":"13.0.0","createdTime":1757441288902,"modifiedTime":1757441288902,"lastModifiedBy":"Ccm2SWj6Wb78Gkz7"}} {"folder":"R1X91jmdjtxCTnNY","name":"Mend Armor 3","type":"spell","img":"systems/fvtt-lethal-fantasy/assets/icons/icon_spell.webp","_id":"eeRHZJQc3q4oy9Qq","system":{"description":"Effects: Repairs 1D20 points of damage to non magical armor. This effect can eventually restore the armor to its original condition. The spell does not change the size or other details of the armor. This spell works on all quality levels of non-magical armor, but it cannot repair magic armor if it has somehow been damaged.
","level":12,"cost":12,"memorized":false,"components":{"verbal":true,"somatic":true,"material":true,"catalyst":false},"castingTime":"30 Seconds","spellRange":"10 Feet","areaAffected":"One Set of Armor","duration":"Permanent","savingThrow":"NONE","extraAetherPoints":"","materialComponent":"6 Ounces of the Material the Armor Is Created From","attackRoll":"","powerRoll":"","criticalType":"none","catalyst":"","costOverpowered":0,"costOverpowered2":0,"damageDice":"","damageDiceOverpowered":"","damageDiceOverpowered2":""},"effects":[],"sort":0,"ownership":{"default":0,"l74y1UZmsu5KYmeR":3,"Ccm2SWj6Wb78Gkz7":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"exportSource":null,"coreVersion":"13.348","systemId":"fvtt-lethal-fantasy","systemVersion":"13.0.0","createdTime":1757441288902,"modifiedTime":1757441288902,"lastModifiedBy":"Ccm2SWj6Wb78Gkz7"}} {"folder":"R1X91jmdjtxCTnNY","name":"All Seeing Eye","type":"spell","img":"systems/fvtt-lethal-fantasy/assets/icons/icon_spell.webp","_id":"epyjgDW5V0dEPIJf","system":{"description":"Effects: A large extra eye opens in the caster’s forehead, or if that spot is occupied, a stalk grows from the top of their head. The eye allows the caster to see and avoid all negative effects of gaze attacks. Further, the eye has near dark vision and thermal vision at the caster's discretion.
","level":20,"cost":20,"memorized":false,"components":{"verbal":true,"somatic":true,"material":false,"catalyst":false},"castingTime":"10 Seconds","spellRange":"Self","areaAffected":"Caster","duration":"20 Plus 1D100E Real Minutes Kept by the GM","savingThrow":"NONE","extraAetherPoints":"Add 10 aether points to each mortal granted an extra eye up to 6 total mortals. One duration roll control them all, and only one such casting can be active at any time","materialComponent":"","attackRoll":"","powerRoll":"","criticalType":"none","catalyst":"","costOverpowered":0,"costOverpowered2":0,"damageDice":"","damageDiceOverpowered":"","damageDiceOverpowered2":""},"effects":[],"sort":2100000,"ownership":{"default":0,"l74y1UZmsu5KYmeR":3,"Ccm2SWj6Wb78Gkz7":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"exportSource":null,"coreVersion":"13.348","systemId":"fvtt-lethal-fantasy","systemVersion":"13.0.0","createdTime":1757441288902,"modifiedTime":1757441288902,"lastModifiedBy":"Ccm2SWj6Wb78Gkz7"}} {"name":"Corrosive Splash","type":"spell","img":"systems/fvtt-lethal-fantasy/assets/icons/icon_spell.webp","_id":"f1sZfCqzwesV1HnL","system":{"description":"Effects: The character directs a blob of acid at their enemies. The acid inflicts 1D6E damage to the target. The player should describe how the blob of acid appears, including the color, appearance, and shape of the blob.
This spell resolves as a magical attack that characters can dodge with a successful saving throw, negating damage. This spell can cause magical vital or lethal strikes. Armor, shield, or natural damage reduction do not block damage from this spell.
Extra aether points: Add 1 aether points for 2D6E damage and 2 aether points for 3D6E damage. This represents the maximum overpowering of this spell.
","level":1,"cost":1,"components":{"verbal":true,"somatic":true,"material":false,"catalyst":false},"castingTime":"3","spellRange":"50","areaAffected":"One Target","duration":"Instant","savingThrow":"Dodge (Negates)","extraAetherPoints":"1 for 2D6E Damage, 2 for 3D6E","materialComponent":"None","attackRoll":"","powerRoll":"","criticalType":"acid","memorized":false,"catalyst":"","costOverpowered":0,"costOverpowered2":0,"damageDice":"","damageDiceOverpowered":"","damageDiceOverpowered2":""},"effects":[],"folder":"R1X91jmdjtxCTnNY","sort":8300000,"ownership":{"default":0,"Ccm2SWj6Wb78Gkz7":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"exportSource":null,"coreVersion":"13.348","systemId":"fvtt-lethal-fantasy","systemVersion":"13.0.0","createdTime":1757441288902,"modifiedTime":1757441288902,"lastModifiedBy":"Ccm2SWj6Wb78Gkz7"}} {"name":"Mystical Missile","type":"spell","img":"systems/fvtt-lethal-fantasy/assets/icons/icon_spell.webp","_id":"f3f1qWPscCMxeXnO","system":{"description":"Effects: Fires an arcane missile of magical power at the character’s enemies doing 1D6E damage. The character should describe how the missile appears. Color, appearance and type of weapon. Although the spell is called arcane missile for reference, the actual weapon projected is at the character’s discretion and should be the character’s own design. Dagger, arrow, axe, dart, stone, or other object of the caster's design. The only immutable trait is this is not an enormous weapon, it is larger than arcane arrow, and the projectile should be the size of a javelin or short spear, regardless of choice of shape or color.
The spell attack is a magical attack with a dodge saving throw to negate damage. This spell can cause magical vital or lethal strikes.
Effects: Calls down a meteor from the heavens that erupts from the sky at incredible speed, making a terrifying rumbling sound as it descends upon the target. The target can attempt to dodge the meteor with a dodge saving throw to negate damage. This is a small meteor the size of a watermelon and appears as a glowing, twirling rock that falls from the sky.
If one cannot dodge the meteor, it causes 6D10E damage.
This spell resolves as a magical attack that characters can dodge with a successful saving throw, negating damage. This spell can cause magical vital or lethal strikes.
Armor, shield, or natural damage reduction do not block damage from this spell.
Critical: Force
EFFECT: Provides 1D6E healing for wounds at the clerics’ discretion. The cleric can direct the healing to one wound or split it evenly among all wounds. A fully healed wound will spill over and heal any remaining wounds evenly.
","level":3,"components":{"verbal":true,"somatic":true,"material":false,"catalyst":false,"religious":true},"prayerTime":"480","miracleRange":"Touch","areaAffected":"One Mortal","duration":"Permanent (The Healing Effect Once Begun Takes 20 Seconds to Complete as Wounds Heal and Improve)","savingThrow":"NONE","materialComponent":"","catalyst":"","attackRoll":"","powerRoll":"","miracleType":"noncombat","damageDice":"","damageDiceOverpowered":"","damageDiceOverpowered2":""},"effects":[],"sort":0,"ownership":{"default":0,"l74y1UZmsu5KYmeR":3,"Ccm2SWj6Wb78Gkz7":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"exportSource":null,"coreVersion":"13.348","systemId":"fvtt-lethal-fantasy","systemVersion":"13.0.0","createdTime":1757441291674,"modifiedTime":1757441291674,"lastModifiedBy":"Ccm2SWj6Wb78Gkz7"}} {"folder":"37mu4dxsSuftlnmP","name":"Judgment III (Combat)","type":"miracle","img":"systems/fvtt-lethal-fantasy/assets/icons/icon_miracle.webp","_id":"g1LmXGSvGYqmj3Jl","system":{"description":"EFFECT: Causes 1D8 fire damage 3D4 to undead. Smite empowers a melee attack with divine power and attaches to the clerics’ next attack following the completion of the prayer. The attack automatically causes damage if the cleric scores a hit (including a shield hit) and causes the 1D8 damage (3D4 vs undead). A missed attack by the cleric results in the loss of the miracle. The damage is separate from damage inflicted by the melee weapon and should be applied separately for damage resistance. Fire and heat damage resistance stops this attack, but physical damage resistance does not affect it because it bypasses all physical damage resistance, including armor and shields. Divine smites damage does not explode and cannot cause a lethal or vital strike.
","level":12,"components":{"verbal":true,"somatic":true,"material":true,"catalyst":false,"religious":false},"prayerTime":"2","miracleRange":"Hit with Weapon","areaAffected":"One Targeted Mortal or Monster","duration":"Instant","savingThrow":"NONE","materialComponent":"Weapon to Attack","catalyst":"","attackRoll":"","powerRoll":"","miracleType":"combat","damageDice":"","damageDiceOverpowered":"","damageDiceOverpowered2":""},"effects":[],"sort":0,"ownership":{"default":0,"l74y1UZmsu5KYmeR":3,"Ccm2SWj6Wb78Gkz7":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"exportSource":null,"coreVersion":"13.348","systemId":"fvtt-lethal-fantasy","systemVersion":"13.0.0","createdTime":1757441291674,"modifiedTime":1757441291674,"lastModifiedBy":"Ccm2SWj6Wb78Gkz7"}} {"folder":"37mu4dxsSuftlnmP","name":"Frostward VII (Non-Combat)","type":"miracle","img":"systems/fvtt-lethal-fantasy/assets/icons/icon_miracle.webp","_id":"g2HiIaCWhYm4P56R","system":{"description":"EFFECT: The mortal or mortals are extremely resistant to cold and ice. The mortal receives 15 Damage Reduction against all natural, magical, and divine cold and ice attacks.
","level":23,"components":{"verbal":true,"somatic":true,"material":false,"catalyst":false,"religious":true},"prayerTime":"120","miracleRange":"20 Feet","areaAffected":"One to Six Mortals (23 Divinity Levels per Mortal) Only one such miracle can be active at once and all affected have the same duration.","duration":"20 Plus 1D100 Minutes of Real Time. Kept by the Cleric.","savingThrow":"NONE","materialComponent":"","catalyst":"Religious Symbol","attackRoll":"","powerRoll":"","miracleType":"noncombat","damageDice":"","damageDiceOverpowered":"","damageDiceOverpowered2":""},"effects":[],"sort":2200000,"ownership":{"default":0,"l74y1UZmsu5KYmeR":3,"Ccm2SWj6Wb78Gkz7":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"exportSource":null,"coreVersion":"13.348","systemId":"fvtt-lethal-fantasy","systemVersion":"13.0.0","createdTime":1757441291674,"modifiedTime":1757441291674,"lastModifiedBy":"Ccm2SWj6Wb78Gkz7"}} {"folder":"R1X91jmdjtxCTnNY","name":"Stormlash","type":"spell","img":"systems/fvtt-lethal-fantasy/assets/icons/icon_spell.webp","_id":"g7VBeCnIUp4Wi9bd","system":{"description":"Critical: Electric
Effects: The caster shoots a bolt of lightning from their body. The caster can decide where the caster expels the lightning bolt. The caster could choose to project the lightning bolt from their outstretched or pointed hands, their eyes, mouth, chest, or any other creative place they choose. Once the caster chooses a method for the lightning to expel, they should stick with that method for all future castings.
The lightning bolt is 3-foot wide and extends 100-feet in a straight line.
The bolt of lightning does 3D6E damage to all in the straight line of the bolt and the bolt does not stop unless it hits a solid object of stone or metal (a player in metal armor does not stop the bolt). Wood items and doors, mortal creatures or characters do not stop the bolt. The bolt inflicts damage and continues forward. The damage remains constant along the full length of the bolt.
Wooden objects hit by the bolt will have a hole blasted through them 3 foot in diameter and all creatures, friend, or foe in the bolt's path, must save versus a magical attack with a dodge saving throw or suffer damage from the bolt.
The spell is a magical attack with a dodge saving throw to negate damage. This spell can cause magic vital or lethal strikes.
Armor, shield, or natural damage reduction do not block damage from this spell.
Effects: The caster hardens their skin to that of granite and their outward appearance takes on that of a swirling rock pattern of polished granite. The spell alters the caster’s skin appearance, but not their shape. The casters skin feels hard and cold. This appearance dissipates once the caster is struck by any blow that would cause damage. The skin can absorb one blow from a physical attack, and it has a damage reduction of 25. The spell only works once, no matter how much damage the attack does. However, the attack must deal at least one point of damage to expend the spell.
","level":12,"cost":12,"memorized":false,"components":{"verbal":true,"somatic":true,"material":true,"catalyst":false},"castingTime":"5 Seconds","spellRange":"Self","areaAffected":"Self","duration":"Until Discharged or the Caster Sleeps to Regain Spell Power Points","savingThrow":"NONE","extraAetherPoints":"Add 1 aether points to add 1 point of damage reduction to the skin effect. Maximum of 30 damage reduction for 17 aether points","materialComponent":"Piece of Granite","attackRoll":"","powerRoll":"","criticalType":"none","catalyst":"","costOverpowered":0,"costOverpowered2":0,"damageDice":"","damageDiceOverpowered":"","damageDiceOverpowered2":""},"effects":[],"sort":3700000,"ownership":{"default":0,"l74y1UZmsu5KYmeR":3,"Ccm2SWj6Wb78Gkz7":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"exportSource":null,"coreVersion":"13.348","systemId":"fvtt-lethal-fantasy","systemVersion":"13.0.0","createdTime":1757441288902,"modifiedTime":1757441288902,"lastModifiedBy":"Ccm2SWj6Wb78Gkz7"}} {"folder":"37mu4dxsSuftlnmP","name":"Surefooted (Combat)","type":"miracle","img":"systems/fvtt-lethal-fantasy/assets/icons/icon_miracle.webp","_id":"gXtp2t9zZ06oQ7AI","system":{"description":"EFFECT: The mortals affected by the miracle gain the ability to walk on slippery surfaces without slipping or losing traction. This miracle does not allow the mortal to defy gravity, but it allows one to walk on ice, snow, wet, or otherwise slippery surfaces as if they were on dry ground. The miracle does not cause their feet or hands to adhere to the surface it simply allows the mortal to walk on the surface as if it was not a slippery surface.
","level":5,"components":{"verbal":true,"somatic":true,"material":false,"catalyst":false,"religious":false},"prayerTime":"10","miracleRange":"10 Feet","areaAffected":"One to Six Mortals (5 Divinity Levels per Mortal) Only One Such Miracle Can Be Active at Once and All Affected Have the Same Duration","duration":"20 Plus 1D100 Minutes of Real Time","savingThrow":"NONE","materialComponent":"","catalyst":"","attackRoll":"","powerRoll":"","miracleType":"combat","damageDice":"","damageDiceOverpowered":"","damageDiceOverpowered2":""},"effects":[],"sort":0,"ownership":{"default":0,"l74y1UZmsu5KYmeR":3,"Ccm2SWj6Wb78Gkz7":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"exportSource":null,"coreVersion":"13.348","systemId":"fvtt-lethal-fantasy","systemVersion":"13.0.0","createdTime":1757441291674,"modifiedTime":1757441291674,"lastModifiedBy":"Ccm2SWj6Wb78Gkz7"}} {"folder":"37mu4dxsSuftlnmP","name":"Comfort of Faith II (Non-Combat)","type":"miracle","img":"systems/fvtt-lethal-fantasy/assets/icons/icon_miracle.webp","_id":"gfgw5ZD4lmKOs4Ej","system":{"description":"Warms the target(s) of the miracle and makes them immune to normal cold from weather. Grants 12 damage reduction to cold based attacks. Must stay within 20 feet of the granting cleric or the protection drops.
","level":10,"components":{"verbal":true,"somatic":true,"material":false,"catalyst":false,"religious":false},"prayerTime":"300","miracleRange":"20 Feet","areaAffected":"One Mortal. Can Affect Up to Six Mortals. Only One Miracle of a Warm Soul (of Any Level) Can Be Active at a Time","duration":"40 Plus 1D20 Minutes of Real Time. Kept by the Cleric","savingThrow":"NONE","materialComponent":"","catalyst":"","attackRoll":"","powerRoll":"","miracleType":"noncombat","damageDice":"","damageDiceOverpowered":"","damageDiceOverpowered2":""},"effects":[],"sort":0,"ownership":{"default":0,"l74y1UZmsu5KYmeR":3,"Ccm2SWj6Wb78Gkz7":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"exportSource":null,"coreVersion":"13.348","systemId":"fvtt-lethal-fantasy","systemVersion":"13.0.0","createdTime":1757441291674,"modifiedTime":1757441291674,"lastModifiedBy":"Ccm2SWj6Wb78Gkz7"}} {"folder":"R1X91jmdjtxCTnNY","name":"Clairvoyance of Conflict","type":"spell","img":"systems/fvtt-lethal-fantasy/assets/icons/icon_spell.webp","_id":"ghRl0yq1YkbrIa2w","system":{"description":"Effects: The caster seeks knowledge of an area of a recent battle or conflict. They are seeking knowledge of what occurred at the location. To gain knowledge, the caster must either find evidence from a recent event and gather knowledge from it, or the event must be well known in legend or lore. The caster’s focus on the event leads them to seek answers to certain questions. The Game Magistrate should provide simple answers, leaving some mystery to be discovered. Faceless, dark shapes representing a sequence of events are perceived by the magic-user, but their identities and specifics are unclear. The GM should allow questions with yes or no answers. The GM should allow questions that reveal things like the manner of death and the attackers’ movements. What is determined could also include the feelings and mood of the area. This is a spell that is a great tool for GMs, and we leave it to individual GMs to decide what the magic-user can learn and where it leads the character and their party.
Casting the spell multiple times is a waste because the answers will always be the same as the first time. Additional knowledge will never come from multiple castings.
EFFECT: Creates a divine torch that illuminates in all ways like a normal torch except that it produces no heat and cannot be used to spawn other fires or to cook. The caster can only summon this divine torch once every 8 hours of game time while underground. This restriction is regardless of the power of the cleric. This restriction does not apply if it is simply dark. The restriction applies if the darkness manifests from descending below the surface that mankind walks. In the realm below the surface of the world, where darkness reigns supreme, the Nyctarian hold dominion.
","level":6,"components":{"verbal":true,"somatic":true,"material":false,"catalyst":false,"religious":false},"prayerTime":"5","miracleRange":"10 Feet","areaAffected":"Creates a Divine Torch With a 30 Foot Radius of Light","duration":"20 Plus 1D10 Minutes of Real Time Kept by the GM, not the Cleric. If Underground, the Cleric Can Only Cast This Miracle Once Every 8 Hours. This Is an exception to the Rule That Clerics Keep the Duration of Divine Spells.","savingThrow":"NONE","materialComponent":"","catalyst":"","attackRoll":"","powerRoll":"","miracleType":"combat","damageDice":"","damageDiceOverpowered":"","damageDiceOverpowered2":""},"effects":[],"sort":0,"ownership":{"default":0,"l74y1UZmsu5KYmeR":3,"Ccm2SWj6Wb78Gkz7":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"exportSource":null,"coreVersion":"13.348","systemId":"fvtt-lethal-fantasy","systemVersion":"13.0.0","createdTime":1757441291674,"modifiedTime":1757441291674,"lastModifiedBy":"Ccm2SWj6Wb78Gkz7"}} {"folder":"37mu4dxsSuftlnmP","name":"Martyr's Blessing IV (Non-Combat)","type":"miracle","img":"systems/fvtt-lethal-fantasy/assets/icons/icon_miracle.webp","_id":"gwN9w2hM3mL92g6r","system":{"description":"EFFECT: Grants temporary divine bonus dice of 1D8 to attack and defense rolls for those blessed. When this occurs, the attacker or defender rolls a 4th dice to attack or defend. Clerics should have dice to grant to those they bless so they can grant the blessing. A white D8 is recommended. These dice do not explode.
Cannot stack multiple versions of this miracle or have more than one group under its blessing.
Critical: None
Effects: The character transfers hit points from themselves to the target that heals a wound chosen by the caster. The transfer will stabilize a dying mortal or heal a wound. The transfer inflicts 1D12 damage to the caster and grants 1D20 hit points to the target.
No DR or other defensive spells or abilities will shield the caster from this self-inflicted damage.
EFFECT: The skin of the cleric toughens and skin hardens to that of marble. The skin to slightly glows but does not emanate useable light. The cleric appears as a sculpture of white marble. The cleric gains +10 DR. The protection remains for 40 plus D20 minutes of real time. The protection applies to fire, heat, and physical attacks, but not to other magical attacks. DR stacks with other sources of physical damage reduction, like armor or skin.
","level":23,"components":{"verbal":true,"somatic":true,"material":false,"catalyst":false,"religious":true},"prayerTime":"3","miracleRange":"Personal","areaAffected":"Self","duration":"40 Plus 1D20 Minutes of Real Time. Kept by the Cleric","savingThrow":"NONE","materialComponent":"","catalyst":"","attackRoll":"","powerRoll":"","miracleType":"combat","damageDice":"","damageDiceOverpowered":"","damageDiceOverpowered2":""},"effects":[],"sort":0,"ownership":{"default":0,"l74y1UZmsu5KYmeR":3,"Ccm2SWj6Wb78Gkz7":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"exportSource":null,"coreVersion":"13.348","systemId":"fvtt-lethal-fantasy","systemVersion":"13.0.0","createdTime":1757441291674,"modifiedTime":1757441291674,"lastModifiedBy":"Ccm2SWj6Wb78Gkz7"}} {"folder":"R1X91jmdjtxCTnNY","name":"Agony Wave 4","type":"spell","img":"systems/fvtt-lethal-fantasy/assets/icons/icon_spell.webp","_id":"hpWQ6bEO9lHrLzyz","system":{"description":"Effects: The caster creates a pulse of pain to enemies within 30 feet of the caster. The spell causes no actual injury or wound. The pulse forces enemies to make a saving throw against pain. Those failing the toughness save will be under a flash of pain, just as if they actually suffered a wound. Animals will flee after the flash of pain passes, as stated in the LETHAL BOOK OF MONSTERS.
","level":19,"cost":19,"memorized":false,"components":{"verbal":true,"somatic":true,"material":false,"catalyst":false},"castingTime":"1 Second","spellRange":"Self","areaAffected":"All Opponents with 30 Feet of Caster","duration":"1D10E seconds","savingThrow":"TOUGHNESS","extraAetherPoints":"Add 10 aether points to increase the area affected to 50 feet from the caster","materialComponent":"","attackRoll":"","powerRoll":"","criticalType":"none","catalyst":"","costOverpowered":0,"costOverpowered2":0,"damageDice":"","damageDiceOverpowered":"","damageDiceOverpowered2":""},"effects":[],"sort":0,"ownership":{"default":0,"l74y1UZmsu5KYmeR":3,"Ccm2SWj6Wb78Gkz7":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"exportSource":null,"coreVersion":"13.348","systemId":"fvtt-lethal-fantasy","systemVersion":"13.0.0","createdTime":1757441288902,"modifiedTime":1757441288902,"lastModifiedBy":"Ccm2SWj6Wb78Gkz7"}} {"folder":"R1X91jmdjtxCTnNY","name":"Flameburst 2","type":"spell","img":"systems/fvtt-lethal-fantasy/assets/icons/icon_spell.webp","_id":"iLAoVNO0oj9LJkKl","system":{"description":"Effect: A flash of arcane flame erupts from the caster, encircling them and burning all creatures currently within 5 feet of the caster for 2D6E damage (affecting friend and foe alike). The arcane flame ignites any cloth armor or clothing worn by those caught in the blast, forcing them to spend 1D6 seconds putting out the fire. Extinguishing the flame will reset the combat count. The flame will burn for 10 seconds and if the flame burns the full 10 full seconds, the flame does an additional 1D4E damage.
The spell attack is a magical attack with a dodge saving throw to negate damage. This spell can cause magic vital or lethal strikes.
Armor, shield, or natural damage reduction do not block damage from this spell.
EFFECT: Neutralizes poison in one item (vial, glass, food, or other container of poison) or one venomous monster or creature. If the target is an item, this effect immediately neutralizes the poison, making it harmless. If the target is a venomous creature, then the creature will not have access to that ability (they are not venomous) for 20 plus 1D100 minutes of real time. Items do not receive saving throws, but creatures get a toughness (constitution) save to negate the effect.
","level":8,"components":{"verbal":true,"somatic":true,"material":true,"catalyst":false,"religious":false},"prayerTime":"10","miracleRange":"10 Feet","areaAffected":"One Creature or Item","duration":"Instant (Special) 20 Plus 1D100 Minutes of Real Time (Creature). Kept by the Cleric.","savingThrow":"TOUGHNESS (Negates)","materialComponent":"Tooth from a Venomous Snake","catalyst":"","attackRoll":"","powerRoll":"","miracleType":"combat","damageDice":"","damageDiceOverpowered":"","damageDiceOverpowered2":""},"effects":[],"sort":0,"ownership":{"default":0,"l74y1UZmsu5KYmeR":3,"Ccm2SWj6Wb78Gkz7":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"exportSource":null,"coreVersion":"13.348","systemId":"fvtt-lethal-fantasy","systemVersion":"13.0.0","createdTime":1757441291674,"modifiedTime":1757441291674,"lastModifiedBy":"Ccm2SWj6Wb78Gkz7"}} {"folder":"37mu4dxsSuftlnmP","name":"Renew Small Limbs (Ritual of Faith)","type":"miracle","img":"systems/fvtt-lethal-fantasy/assets/icons/icon_miracle.webp","_id":"ib0e1zalElLjjHgD","system":{"description":"EFFECT: An injured mortal who has lost a limb will have it regenerated to replace the specific lost limb. This miracle restores hands, feet, ears, fingers, or toes. The regeneration heals one specific wound that caused loss of a limb and will restore the lost limb and return hit points lost for that specific injury. Once started, the target falls into a deep coma. No one can awaken the target until the regeneration is fully complete. The Cleric cannot stop the regeneration or awaken the target before the limb is fully restored. This is a dangerous miracle to call unless in a safe location. This miracle does not regenerate larger lost limbs.
","level":14,"components":{"verbal":true,"somatic":true,"material":false,"catalyst":false,"religious":true},"prayerTime":"5400","miracleRange":"Touch","areaAffected":"One Mortal","duration":"Permanent (The Regeneration Effect Once Begun Takes 10 Days to Regenerate the Limb)","savingThrow":"NONE","materialComponent":"","catalyst":"","attackRoll":"","powerRoll":"","miracleType":"ritualfaith","damageDice":"","damageDiceOverpowered":"","damageDiceOverpowered2":""},"effects":[],"sort":0,"ownership":{"default":0,"l74y1UZmsu5KYmeR":3,"Ccm2SWj6Wb78Gkz7":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"exportSource":null,"coreVersion":"13.348","systemId":"fvtt-lethal-fantasy","systemVersion":"13.0.0","createdTime":1757441291674,"modifiedTime":1757441291674,"lastModifiedBy":"Ccm2SWj6Wb78Gkz7"}} {"folder":"R1X91jmdjtxCTnNY","name":"Vital Exchange 1","type":"spell","img":"systems/fvtt-lethal-fantasy/assets/icons/icon_spell.webp","_id":"j9zQbWLP9AEqRbQ5","system":{"description":"Critical: None
Effects: The character transfers hit points from themselves to the target that heals a wound chosen by the caster. The transfer will stabilize a dying mortal or heal a wound. The transfer inflicts 1D4 damage to the caster and grants those hit points to the target.
No DR or other defensive spells or abilities will shield the caster from this self-inflicted damage.
Effect: Above the sound of combat or the crowd, the cleric’s voice rises above it all, drawing the attention of the onlookers and combatants who fail a willpower save. Those that fail cannot turn away from the cleric and stand looking at the cleric for 1D6E seconds. The speech effects all those hearing the clerics words equally so only one dice roll is made for duration. During this time, if the mortal or other living creature affected by the clerics words defend with defense while their attacker strikes with favor. If attacked from behind the attack succeeds automatically and the combatant should roll to check for possible critical strikes. A thief may make a backstab or rearward attack upon anyone affected by the bullhorn. Once attacked or struck the trance is broken.
The cleric must recite a 6 second speech for the table. make it good!
This can be a dangerous miracle as it can leave allies defenseless.
Critical: Fire
Effects: This spell creates a 10-foot-by-5-foot stream of searing fire in front of the caster. The heat of the fire causes damage to all within the stream. Those attacked may try to leap to safety and negate the attack with a successful DODGE saving throw if there is an available area to move to safety. If there is no room to jump back or to the side (cannot jump toward caster), such as in a narrow hallway, then the best a defender can do is avoid some of the heat and sustain ½ damage rounded down. Damage is 6D6E for the searing flame.
Defenders who are wearing cloth armor or clothing catch fire if they take the full brunt of the searing fire, but avoid fire if they negate damage or take ½ damage. The fire will burn for 10 seconds or until the defender spends 1D6 seconds putting out the fire. If the fire burns for the full 10 seconds, then the character takes 1D4E added damage.
The spell is a magical attack with a dodge saving throw to negate or ½ damage. This spell can cause magic vital or lethal strikes.
Armor, shield, or natural damage reduction do not block damage from this spell.
Characters should describe the hand gesture that produces the flame and depict the flame that is produced. The color and description of the flame is up to the character and are part of the character’s individuality that makes them a unique part of the game.
Critical: Electric
Effects: The caster shoots a bolt of lightning from their body. It is up to the caster to decide the origin point of the lightning bolt. The caster could choose to shoot the lightning bolt from their extended/pointed hand or hands, their eyes, their mouth, their forehead, their chest, or whatever creative idea they have. The caster should decide how the lightning launches on the first casting and use the same method for all subsequent castings.
The lightning bolt is 3 foot wide and extends 200 feet in a straight line.
The bolt of lightning does 12D6E damage to all in the straight line of the bolt and the bolt does not stop unless it hits a solid object of stone or metal (a player in metal armor does not stop the bolt). Wood items and doors, mortal creatures or characters do not stop the bolt. The bolt causes damage and continues forward. The damage remains constant along the full length of the bolt.
Wooden objects hit by the bolt will have a hole blasted through them 3 foot in diameter and all creatures, friend, or foe in the bolt's path, must save versus a magical attack with a dodge saving throw or suffer damage from the bolt. The power of the bolt will go through the body of the victim and melt all soft metal items carried or held. The coins, if held in a coin purse, will melt and bond together, making them impossible to separate. One lump of merged metal is all the coins become. The heat will distort other jewelry, like rings or earrings, making them unwearable. This refers to non-magical coins and jewelry. Magical items are not affected.
The bolt knocks, any mortal creature hit 15 feet in the direction from which the bolt came. They must roll agility challenge roll vs original spell casting attack roll to land on their feet, or they will land prone and spend 1D6 seconds getting back to their feet. During this recovery time, they attack and defend with disfavor and combat delay dice are reset.
The spell is a magical attack with a dodge saving throw to negate damage. This spell can cause magic vital or lethal strikes.
Armor, shield, or natural damage reduction do not block damage from this spell.
EFFECT: Provides 1D4E healing for wounds to all mortals affected at the clerics’ discretion. The cleric can choose to heal one wound or distribute the healing evenly among all wounds. A fully healed wound will spill over and heal any remaining wounds evenly.
","level":7,"components":{"verbal":true,"somatic":true,"material":false,"catalyst":false,"religious":true},"prayerTime":"600","miracleRange":"Touch","areaAffected":"All Mortals Touching or Being Touched by the Cleric.","duration":"Permanent (The Healing Effect Once Begun Takes 10 Seconds to Complete as Wounds Heal and Improve)","savingThrow":"NONE","materialComponent":"","catalyst":"","attackRoll":"","powerRoll":"","miracleType":"noncombat","damageDice":"","damageDiceOverpowered":"","damageDiceOverpowered2":""},"effects":[],"sort":0,"ownership":{"default":0,"l74y1UZmsu5KYmeR":3,"Ccm2SWj6Wb78Gkz7":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"exportSource":null,"coreVersion":"13.348","systemId":"fvtt-lethal-fantasy","systemVersion":"13.0.0","createdTime":1757441291674,"modifiedTime":1757441291674,"lastModifiedBy":"Ccm2SWj6Wb78Gkz7"}} {"folder":"37mu4dxsSuftlnmP","name":"Sacred Flame V (Combat)","type":"miracle","img":"systems/fvtt-lethal-fantasy/assets/icons/icon_miracle.webp","_id":"kBNhNVA9XpwZJ7GM","system":{"description":"EFFECT: Creates a divine torch that illuminates in all ways like a normal torch except that it produces no heat and cannot be used to spawn other fires or to cook. The caster can only summon this divine torch once every 8 hours of game time while underground. This restriction is regardless of the power of the cleric. This restriction does not apply if it is simply dark. The restriction applies if the darkness manifests from descending below the surface that mankind walks. In the realm below the surface of the world, where darkness reigns supreme, the Nyctarian hold dominion.
","level":18,"components":{"verbal":true,"somatic":true,"material":false,"catalyst":false,"religious":false},"prayerTime":"5","miracleRange":"10 Feet","areaAffected":"Creates a Divine Torch With a 30 Foot Radius of Light","duration":"75 Plus 1D10 Minutes of Real Time Kept by the GM, not the Cleric. If Underground, the Cleric Can Only Cast This Miracle Once Every 8 Hours. This Is an exception to the Rule That Clerics Keep the Duration of Divine Spells.","savingThrow":"NONE","materialComponent":"","catalyst":"","attackRoll":"","powerRoll":"","miracleType":"combat","damageDice":"","damageDiceOverpowered":"","damageDiceOverpowered2":""},"effects":[],"sort":0,"ownership":{"default":0,"l74y1UZmsu5KYmeR":3,"Ccm2SWj6Wb78Gkz7":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"exportSource":null,"coreVersion":"13.348","systemId":"fvtt-lethal-fantasy","systemVersion":"13.0.0","createdTime":1757441291674,"modifiedTime":1757441291674,"lastModifiedBy":"Ccm2SWj6Wb78Gkz7"}} {"folder":"R1X91jmdjtxCTnNY","name":"Unraveling of Aether Ward","type":"spell","img":"systems/fvtt-lethal-fantasy/assets/icons/icon_spell.webp","_id":"kOBu1icxoYmW0GUb","system":{"description":"","level":11,"cost":11,"memorized":false,"components":{"verbal":true,"somatic":true,"material":true,"catalyst":false},"castingTime":"1 Hour","spellRange":"Touch Must Be Within Touch of the Boundary","areaAffected":"One Dwelling, Lair, Hideout, Tower, Tomb, Prison, or Sanctuary","duration":"Instant","savingThrow":"Special","extraAetherPoints":"For each aether 10 points spent over the casting cost the caster may add +1 to the strength of the attack up to 10 added points and other casters who possess the destroy ward spell may add up to 5 points to the attack with a maximum of 6 added casters adding to the attack. (Maximum added power would be 10 by the caster and 30 from the other outside casters). This use of the magical power of seven attackers creates the strongest attack on a ward known to the magical world.","materialComponent":"To break an evil ward, the component is tears of a child collected in a vial. To break a good ward, you need a vial of virgin blood or to make a direct sacrifice of a virgin (this adds 5 power if you sacrifice a live virgin). Neutral wards require collected morning dew in a vial.","attackRoll":"","powerRoll":"","criticalType":"none","catalyst":"","costOverpowered":0,"costOverpowered2":0,"damageDice":"","damageDiceOverpowered":"","damageDiceOverpowered2":""},"effects":[],"sort":0,"ownership":{"default":0,"l74y1UZmsu5KYmeR":3,"Ccm2SWj6Wb78Gkz7":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"exportSource":null,"coreVersion":"13.348","systemId":"fvtt-lethal-fantasy","systemVersion":"13.0.0","createdTime":1757441288902,"modifiedTime":1757441288902,"lastModifiedBy":"Ccm2SWj6Wb78Gkz7"}} {"folder":"R1X91jmdjtxCTnNY","name":"Friendship","type":"spell","img":"systems/fvtt-lethal-fantasy/assets/icons/icon_spell.webp","_id":"kyYpJ6la9SW1vgRi","system":{"description":"Effects: By casting this spell, the caster convinces a being or creature who speaks the same language to believe the caster is their best friend. They will treat the caster as a friend and ally, never questioning their credibility. They will share plans with them, and they will usually answer questions like close a friend. This friendship has limited power as the person has affection for the caster, but they have not lost all reason and common sense. They will not commit suicide or do things that are risky. They will treat you like a genuine friend and will not do anything they would not for an actual friend. Unless they might have done so before the spell, they will not violate their own moral code by committing murder or theft. The spell lasts indefinitely, but each time they are asked to do something they refuse to do because it is contrary to their moral codes or beliefs, they get to make a new saving throw. Remember, this does not create a slave. This is a more warm, friendly feeling that is created with someone. That someone will be helpful to you and your cause as long as it is consistent with who they are as a person and their moral codes. Moral codes could also go the other way, and evil beings will not do terrible things for someone just because they are evil. The evil being often wants things even from friends and their reasons to refuse may be more about their own future goals and schemes than a moral distaste for the act. The GM should think about the target and who they are and what simple things they might do for a friend and if it makes sense for them to go along with requests from the caster.
","level":5,"cost":5,"memorized":false,"components":{"verbal":true,"somatic":true,"material":false,"catalyst":false},"castingTime":"10 Seconds","spellRange":"30 Feet","areaAffected":"One Mortal","duration":"Indefinite","savingThrow":"WILLPOWER (Negates)","extraAetherPoints":"","materialComponent":"","attackRoll":"","powerRoll":"","criticalType":"none","catalyst":"","costOverpowered":0,"costOverpowered2":0,"damageDice":"","damageDiceOverpowered":"","damageDiceOverpowered2":""},"effects":[],"sort":3600000,"ownership":{"default":0,"l74y1UZmsu5KYmeR":3,"Ccm2SWj6Wb78Gkz7":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"exportSource":null,"coreVersion":"13.348","systemId":"fvtt-lethal-fantasy","systemVersion":"13.0.0","createdTime":1757441288902,"modifiedTime":1757441288902,"lastModifiedBy":"Ccm2SWj6Wb78Gkz7"}} {"folder":"37mu4dxsSuftlnmP","name":"Proselytize (Ritual of Faith)","type":"miracle","img":"systems/fvtt-lethal-fantasy/assets/icons/icon_miracle.webp","_id":"l3LXT0vjlZNAtP44","system":{"description":"EFFECT: Welcomes and brings a new follower into the cleric’s religion. Allows the mortal benefits commensurate with being a follower of the cleric’s religion.
","level":1,"components":{"verbal":true,"somatic":true,"material":false,"catalyst":false,"religious":true},"prayerTime":"3600","miracleRange":"30 Feet","areaAffected":"One Mortal","duration":"Permanent (Hopefully) Can Change Faiths but Requires Renunciation of Current Deity and Proselytize into Another Religion","savingThrow":"NONE","materialComponent":"","catalyst":"","attackRoll":"","powerRoll":"","miracleType":"ritualfaith","damageDice":"","damageDiceOverpowered":"","damageDiceOverpowered2":""},"effects":[],"sort":0,"ownership":{"default":0,"l74y1UZmsu5KYmeR":3,"Ccm2SWj6Wb78Gkz7":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"exportSource":null,"coreVersion":"13.348","systemId":"fvtt-lethal-fantasy","systemVersion":"13.0.0","createdTime":1757441291674,"modifiedTime":1757441291674,"lastModifiedBy":"Ccm2SWj6Wb78Gkz7"}} {"folder":"37mu4dxsSuftlnmP","name":"Sacred Beasts (Non-Combat)","type":"miracle","img":"systems/fvtt-lethal-fantasy/assets/icons/icon_miracle.webp","_id":"lS8SFfPyHKi2MIqy","system":{"description":"Effect: The cleric prayers for the assistance of their deity to call upon the favored animal of their deity that is closest to their location. This animal cannot be more than 1 level higher than the cleric. The animal will materialize next to the cleric following the completion of the prayer. The animal will obey simple commands, attack, defend, guard, heel. Sit. stay, speak, etc. The animal will even defend against the undead due to their tie to the cleric’s deity. The animal will stay and protect the cleric for 2D10 real time minutes from the time the summoning reaches completion. When the time expires the animal will fade and return to their prior location. If the animal dies in service to the cleric, the cleric must complete a 1 hour prayer ritual to help guide the animal back to their spirit home. If the cleric fails to complete this ritual, they cannot summon another for 1d12E months of game time.
The GM decides the animal summoned but the cleric makes all combat maneuvers and rolls for the sacred beast.
Effects: The caster seeks knowledge of an area of a recent battle or conflict. They are seeking knowledge of what occurred at the location. For the magic user to draw the knowledge from, the event must be either recent with evidence scattered about or one that is well known in legend or lore. Certain inquiries are the focus of the caster’s attention as they analyze the event. The Game Magistrate should respond with simple answers, leaving some mystery unsolved. The magic-user can understand how the battle unfolded by looking at the combatants’ faces. They can even discern details about what was said and who started the fight. The GM should allow questions and yes or no answers. Players could learn about the manner of death, where the attackers went after the conflict. The feelings and mood of the area could also be part of what is determined. This is a spell that is a great tool for GMs, and we leave it to individual GMs to decide what the magic-user can figure out and where it leads the character and their party.
Casting the spell multiple times is a waste, as the answers will always be the same as the first time. Added knowledge will never come from multiple castings.
Critical: Fire
Effects: This spell creates a 10-foot-by-5-foot stream of searing fire in front of the caster. The heat of the fire causes damage to all within the stream. Those attacked may try to leap to safety and negate the attack with a successful DODGE saving throw if there is an available area to move to safety. If there is no room to jump back or to the side (cannot jump toward caster), such as in a narrow hallway, then the best a defender can do is avoid some of the heat and sustain ½ damage rounded down. Damage is 8D6E for the searing flame.
Defenders who are wearing cloth armor or clothing catch fire if they take the full brunt of the searing fire, but avoid fire if they negate damage or take ½ damage. The fire will burn for 10 seconds or until the defender spends 1D6 seconds putting out the fire. If the fire burns for the full 10 seconds, then the character takes 1D4E added damage.
The spell is a magical attack with a dodge saving throw to negate or ½ damage. This spell can cause magic vital or lethal strikes.
Armor, shield, or natural damage reduction do not block damage from this spell.
Characters should describe the hand gesture that produces the flame and depict the flame that is produced. The color and description of the flame is up to the character and are part of the character’s individuality that makes them a unique part of the game.
Effects: Character can run or sprint at double their normal speed. This does not affect any other actions. The spell does not improve weapon delay, does not allow faster skill or spell casting completion. The spell simply allows the target to run faster than normal for a short period.
","level":2,"cost":2,"memorized":true,"components":{"verbal":true,"somatic":true,"material":false,"catalyst":false},"castingTime":"5 Seconds","spellRange":"10 Feet","areaAffected":"One Mortal or Creature","duration":"30 Seconds Game Time","savingThrow":"NONE","extraAetherPoints":"Add 3 aether points to add 15 seconds to duration, 8 aether points adds 30 seconds to duration. 10 aether points for 1 minute of speed. This is the maximum power.","materialComponent":"Small Piece of Horn from a Gazelle","attackRoll":"","powerRoll":"","criticalType":"none","catalyst":"","costOverpowered":0,"costOverpowered2":0,"damageDice":"","damageDiceOverpowered":"","damageDiceOverpowered2":""},"effects":[],"sort":0,"ownership":{"default":0,"l74y1UZmsu5KYmeR":3,"Ccm2SWj6Wb78Gkz7":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"exportSource":null,"coreVersion":"13.348","systemId":"fvtt-lethal-fantasy","systemVersion":"13.0.0","createdTime":1757441288902,"modifiedTime":1757441288902,"lastModifiedBy":"Ccm2SWj6Wb78Gkz7"}} {"folder":"R1X91jmdjtxCTnNY","name":"Agony Wave 1","type":"spell","img":"systems/fvtt-lethal-fantasy/assets/icons/icon_spell.webp","_id":"mOi4bDDIh0A1W1jH","system":{"description":"Effects: The caster creates a pulse of pain to enemies within 30 feet of the caster. The spell causes no actual injury or wound. The pulse forces enemies to make a saving throw against pain as if a serious wound had been inflicted. Those failing the pain save will be under a flash of pain, just as if they actually suffered a wound. Animals will flee after the flash of pain passes, as stated in the LETHAL BOOK OF MONSTERS.
","level":9,"cost":9,"memorized":false,"components":{"verbal":true,"somatic":true,"material":false,"catalyst":false},"castingTime":"1 Second","spellRange":"Self","areaAffected":"All Opponents with 30 Feet of Caster","duration":"1D4E","savingThrow":"TOUGHNESS","extraAetherPoints":"Add 10 aether points to increase the area affected to 50 feet from the caster","materialComponent":"","attackRoll":"","powerRoll":"","criticalType":"none","catalyst":"","costOverpowered":0,"costOverpowered2":0,"damageDice":"","damageDiceOverpowered":"","damageDiceOverpowered2":""},"effects":[],"sort":0,"ownership":{"default":0,"l74y1UZmsu5KYmeR":3,"Ccm2SWj6Wb78Gkz7":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"exportSource":null,"coreVersion":"13.348","systemId":"fvtt-lethal-fantasy","systemVersion":"13.0.0","createdTime":1757441288902,"modifiedTime":1757441288902,"lastModifiedBy":"Ccm2SWj6Wb78Gkz7"}} {"folder":"R1X91jmdjtxCTnNY","name":"Ice Shuriken","type":"spell","img":"systems/fvtt-lethal-fantasy/assets/icons/icon_spell.webp","_id":"miB8t5jUkOswOObv","system":{"description":"Effects: The character directs a shuriken of Ice at their enemies. The shuriken inflicts 1D10E damage to the target. Describing the ice shuriken, the player should include its color, appearance, and shape. The description should be in the general nature of a shuriken.
This spell resolves as a magical attack that characters can dodge with a successful saving throw, negating damage. This spell can cause magical vital or lethal strikes.
Armor, shield, or natural damage reduction do not block damage from this spell.
Effects: The caster is shielded from all types of missile projectiles, such as arrows, bolts, spears, javelins, daggers, axes, darts, shurikens, knives, and even items thrown like rocks and bottles. Suddenly, the projectiles that were approaching the caster stop, turn around, and fire back at the shooter who originally launched them.
A magical force guides the projectiles. The caster makes a magical attack roll, and the new target rolls a dodge saving throw to avoid the projectile. A successful saving throw indicates a miss by the returned projectile. If the target fails the saving throw, the projectile hits the original shooter and damage should be rolled. The damage has no modifiers and is the base damage for the projectile fired. This spell protects and reflects threats directed at the caster from all projectiles for the duration of the spell but has no effect on magical ranged attacks. The protection includes projectiles not aimed at the target but for which the caster is required to roll a defense roll.
Effects: A magical cord extends from the caster’s ear that only the caster can see and extends to a conversation up to 50 feet away. The caster can hear the conversation as if they were standing next to the speaker. The magical cord cannot open doors or windows but can squeeze through small openings if there is a 1-inch gap or opening in a door or window. Unless the magic-user can see where the cord is, it will not move. The cord could go under a door and potentially listen inside without seeing inside because the magic-user could see the outside of the door, but the cord could not cross the room to go into areas unseen without the magic user being able to see into the room. The cord is magic and a detect magic spell or innate sense of magic by someone near the cord would sense that magic was in use.
The caster and all within normal hearing range of the caster can hear the conversation that is delivered to the caster. The magic-user can mute or silence the conversation to everyone except themselves. Meaning they can allow allies to hear along with them or listen alone. They can in no way alter the conversation they are listening to.
EFFECT: The dead mortal will awaken with their consciousness, and their spirit called back to their body. They will say their name and when they died. “I am Sir Theodore Ramsey, and I died on the first day of Zyrrith in the year 5001 A.F.” The cleric will then compel them to answer three questions. A dead mortal will only respond to questions they knew the answer to in life. The cleric needs to ask specific questions that can be answered with a brief response. It is not acceptable for the question to require a narrative or story. The cleric cannot ask the dead to tell them all about their life, or all about the battle, or everything they know about an event or mortal.
Appropriate Questions:
How did you die?
Who killed you?
Where did you bury the treasure?
Where are you from?
The GM is the ultimate arbiter of what the dead mortal knew and how to answer the question.
Effects: Creates a dome around a campsite that acts as an alarm that will alert all within the dome if a creature or mortal that is not approved by the caster breaches the dome. Because the barrier reflects the caster’s thoughts and ideals, the game master can alert the caster about the specific nature of the entity breaching the barrier. The magic acts on the caster’s behalf, so this notification does not affect the amount of rest or healing they receive. Only if the caster decides to awaken will they and their allies awaken. The Alarm is a loud alarm, audible for 300 feet, that will awaken everyone within the dome who is sleeping (natural sleep). The alarm can be problematic if the party is hiding or trying to keep a low profile. This alarm will alert the party, but it will also alert any enemies and every other creature within 300 feet. The caster can specifically let party members pass through the barrier without triggering the alarm, but they must announce this when casting the spell. This is not as crucial with the smart spell compared to the lower alert spell as the caster could still choose not to activate the alarm if a party member passes through.
","level":13,"cost":13,"memorized":false,"components":{"verbal":true,"somatic":true,"material":true,"catalyst":false},"castingTime":"60 Seconds Walking the Area of Camp and Finishing at the Campsite","spellRange":"30 Feet","areaAffected":"An invisible dome with a radius of up to 30 feet, centered on the camp, creates an affected area with a 60-foot diameter.","duration":"Ends at Sunset or Sunrise, Whichever Comes First","savingThrow":"NONE","extraAetherPoints":"Can extend 1 hour past sunset or sunrise for 5 aether points. Can extend it up to 2 hours for 10 aether points maximum. For 10 aether points, the alarm can alert party members with a tingling jolt that flashes through the party’s entire bodies and awakens them silently. The caster decides whether to awaken only themself, all mortals within the dome, or just a select few.","materialComponent":"1 Foot Length of Rope","attackRoll":"","powerRoll":"","criticalType":"none","catalyst":"","costOverpowered":0,"costOverpowered2":0,"damageDice":"","damageDiceOverpowered":"","damageDiceOverpowered2":""},"effects":[],"folder":"R1X91jmdjtxCTnNY","sort":5700000,"ownership":{"default":0,"l74y1UZmsu5KYmeR":3,"Ccm2SWj6Wb78Gkz7":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"exportSource":null,"coreVersion":"13.348","systemId":"fvtt-lethal-fantasy","systemVersion":"13.0.0","createdTime":1757441288902,"modifiedTime":1757441288902,"lastModifiedBy":"Ccm2SWj6Wb78Gkz7"}} {"folder":"37mu4dxsSuftlnmP","name":"Martyr's Blessing V (Non-Combat)","type":"miracle","img":"systems/fvtt-lethal-fantasy/assets/icons/icon_miracle.webp","_id":"ndpMlRMIzSob7HEP","system":{"description":"EFFECT: Grants temporary divine bonus dice of 1D10 to attack and defense rolls for those blessed. When this occurs, the attacker or defender rolls a 4th dice to attack or defend. Clerics should have dice to grant to those they bless so they can grant the blessing. A white D10 is recommended. These dice do not explode.
Cannot stack multiple versions of this miracle or have more than one group under its blessing.
EFFECT: Provides 3D6E healing for wounds at the clerics’ discretion. The cleric can choose to heal one wound or spread the healing evenly across all wounds. A fully healed wound will spill over and heal any remaining wounds evenly.
","level":9,"components":{"verbal":true,"somatic":true,"material":false,"catalyst":false,"religious":true},"prayerTime":"720","miracleRange":"Touch","areaAffected":"One Mortal","duration":"Permanent (The Healing Effect Once Begun Takes 45 Seconds to Complete as Wounds Heal and Improve)","savingThrow":"NONE","materialComponent":"","catalyst":"","attackRoll":"","powerRoll":"","miracleType":"noncombat","damageDice":"","damageDiceOverpowered":"","damageDiceOverpowered2":""},"effects":[],"sort":0,"ownership":{"default":0,"l74y1UZmsu5KYmeR":3,"Ccm2SWj6Wb78Gkz7":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"exportSource":null,"coreVersion":"13.348","systemId":"fvtt-lethal-fantasy","systemVersion":"13.0.0","createdTime":1757441291674,"modifiedTime":1757441291674,"lastModifiedBy":"Ccm2SWj6Wb78Gkz7"}} {"folder":"R1X91jmdjtxCTnNY","name":"Aether Ward","type":"spell","img":"systems/fvtt-lethal-fantasy/assets/icons/icon_spell.webp","_id":"npR1cPQZKRuSJXMP","system":{"description":"Effects: Creates a magical ward that blocks all forms of magical supernatural beings from entering or leaving the area of the ward. Wards protect or seal dwellings, lairs, hideouts, tombs, prisons, sanctuaries, or residences. The caster must state with certainty (writing it down for the GM) who may cross the ward besides the caster themselves. A ward prevents anyone with magical or supernatural powers from entering or leaving, inflicting no damage but requiring a counteracting force to break it. The caster makes a casting roll and adds their level to it when they cast the ward. To break the ward and enter or leave the warded place, someone must beat this number. Entering or exiting the location is possible once the ward is broken, but breaking the ward does not unlock physical doors or break chains or locks. These remain as strong as ever.
The ward can also seal something or someone inside a vault, prison, tomb or sealed inside a circle of salt. The ward is attached to the physical form of the protected place or the containment area. A simple ring of salt, though effective, could be moved or broken by a non-magical being, rendering the ward useless. Wards bind to the physical structure, or the area being protected or sealed. No magical or supernatural beings or the powers they possess can break the ward or the physical structure it inhabits. A great wizard or demon could not dust away the salt with hand or spell or use thrown items to physically remove the ward. The ward protects from anything directly projected by a magical or supernatural beings even if they attempt to use mundane physical means. However, those truly not involved or directly controlled by the magical or supernatural force could break the ward by breaking the physical form it protects. The forces trying to break a ward often try to manipulate or trick the innocent or naïve to break the ward with deceptions and lies. They cannot use direct mind control to make a mortal break the ward, but they could promise power or wealth to convince them to assist the being. Therefore, the vaults and prisons of terrible beings, devils and demons are protected by both wards and physical prisons or fortresses, and why the sanctuaries of the great and good need physical fortresses and warded protection.
The magic-user casts the ward, and only they see the roll that determines the power of the ward. The magic-user can only recast the ward on the same location if the first ward is broken.
Once broken, entry and exit to the location are possible as usual. However, breaking the ward does not unlock physical doors or break chains or locks, which stay as strong as ever.
Note: Clerics may also ward against the undead. This magical ward, like the clerical ward, affects many of the same entities, including the undead, and clerics can place a divine ward alongside the magical ward in the same location. One would have to break each ward individually to enter the protected location. Clerical wards require divine power to break, and magical wards require arcane power.
Effects: A supernaturally cold ray that is far colder than ice shoots toward the target freezing flesh and bone. Chosen by the caster, the beam’s origin remains constant after the initial casting. The ray causes 2D12E freezing damage. The target can save by dodging the ray to negate all damage.
This spell can cause magical lethal, and vital strikes.
Effects: The caster falls dead with terrible wounds. That is what the world sees when the caster invokes this spell. The caster falls to the ground and to all around appears dead (including allies). Even the most skilled practitioner of medicine cannot tell that the caster is alive. The caster can see as if they had their eyes open and can hear and use all other senses as normal. However, they cannot move, attack, cast a spell or use any magical item, even if it does not require movement. The spell lasts as long as the caster maintains focus and casters can keep such focus while sleeping, although this sleep does not restore lost health or aether points.
The caster is still vulnerable to being killed, and attacks on the body or other damaging actions like a funeral pyre will definitely result in the caster’s death. Another magic-user, who has the spell and rolls a casting roll better than the magic-user feigning death, can detect this. This requires spending aether points and casting this spell in a way to detect the ruse. This does not make the second caster appear dead, but it is simply another way to use the spell.
Casters who cast the spell should not alert their nearby allies. The GM should be the only one notified, and the GM can describe the characters’ apparent death. Fantastic role-playing opportunity.
Effects: A bluish flame is summoned to either float over the caster’s head or attach to some object, providing light like a torch, although the light has a slight bluish tone. The flame gives off no heat and cannot light a fire. The creation of light where there is none is a great power, removing the horror of darkness for mere mortals. This power has one weakness, and the greatest mages and sorcerers of the realms have struggled to solve it for as long as such things have been recorded. A life saving flame, created by this spell, will light the way in the darkest night or the most closed castle tower, but its power becomes limited if the caster descends into the world beneath. The caster can only cast this spell once every 8 hours of game time while underground. This restriction is regardless of the number of aether points the magic user possesses. The restriction applies to all levels of the Arcane Torch spell. This restriction does not apply if it is simply dark, but only if the darkness manifests from descending below the surface of the world. Below the surface, the world darkness reigns and, in that realm, the Nyctarian are supreme.
","level":23,"cost":23,"memorized":false,"components":{"verbal":true,"somatic":true,"material":true,"catalyst":false},"castingTime":"3 Seconds","spellRange":"10 Feet","areaAffected":"Light Equivalent to a Torch. Radius of 30 Feet Bright Light and 60 Feet Dim Light.","duration":"120 Plus D100E Minutes in Real Time Kept by the GM","savingThrow":"NONE","extraAetherPoints":"","materialComponent":"1 Diamond","attackRoll":"","powerRoll":"","criticalType":"none","catalyst":"","costOverpowered":0,"costOverpowered2":0,"damageDice":"","damageDiceOverpowered":"","damageDiceOverpowered2":""},"effects":[],"folder":"R1X91jmdjtxCTnNY","sort":6600000,"ownership":{"default":0,"l74y1UZmsu5KYmeR":3,"Ccm2SWj6Wb78Gkz7":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"exportSource":null,"coreVersion":"13.348","systemId":"fvtt-lethal-fantasy","systemVersion":"13.0.0","createdTime":1757441288902,"modifiedTime":1757441288902,"lastModifiedBy":"Ccm2SWj6Wb78Gkz7"}} {"folder":"37mu4dxsSuftlnmP","name":"Invoke Scorching Flame (Combat)","type":"miracle","img":"systems/fvtt-lethal-fantasy/assets/icons/icon_miracle.webp","_id":"ozKamV9XPriWDinA","system":{"description":"EFFECT: Calls a blast of burning flame down upon the cleric to burn the enemies of the cleric. The cleric’s burn deals 5D10 fire damage to all mortals and creatures within the radius. To avoid damage, a character must avoid the blast. Characters should position themselves on the battle map where they could have avoided the blast. The object or circumstance of protection must be within 5 feet at the time the blast erupts. If there is no possibility of getting outside the radius (room or hallway too small). The save will only cut the damage in half. This is a GM determination based on location and setting of the battle.
The cleric and others who have been proselytized into the cleric’s faith are immune to the heat.
This miracle or call inferno or call fire can be called only once per game session.
Effect: The cleric chooses a target within 25 feet that has fewer than 30 hit points. The cleric calling this miracle sacrifices up to 24 hit points to be transferred to the target. While the wound or wounds healed wil transfer the same amount of damage to the cleric, opening similar wounds on the cleric. If there is more than one wound, the transferred hit points must be spread across all wounds and will open similar wounds on the cleric. This miracle can only be called upon the same target once per game day.
","level":24,"components":{"verbal":true,"somatic":true,"material":false,"catalyst":false,"religious":true},"prayerTime":"6","miracleRange":"25 Feet of the Cleric","areaAffected":"One Mortal or Living Being Selected by the Cleric","duration":"Instant","savingThrow":"WILLPOWER (Negates) Only Can Be Saved Against If the Cleric Attempts to Heal an Unwilling Recipient","materialComponent":"","catalyst":"","attackRoll":"","powerRoll":"","miracleType":"combat","damageDice":"","damageDiceOverpowered":"","damageDiceOverpowered2":""},"effects":[],"sort":0,"ownership":{"default":0,"l74y1UZmsu5KYmeR":3,"Ccm2SWj6Wb78Gkz7":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"exportSource":null,"coreVersion":"13.348","systemId":"fvtt-lethal-fantasy","systemVersion":"13.0.0","createdTime":1757441291674,"modifiedTime":1757441291674,"lastModifiedBy":"Ccm2SWj6Wb78Gkz7"}} {"folder":"R1X91jmdjtxCTnNY","name":"Dreamlock 2","type":"spell","img":"systems/fvtt-lethal-fantasy/assets/icons/icon_spell.webp","_id":"q370GCP3EbaRKHZ9","system":{"description":"Effects: This spell puts a target up to 75 hit points into unnatural sleep. The target will remain asleep until the magic-user stops focusing on the spell or loses the ability to focus. The total aether points put into the spell must be designated prior to casting the spell and if the target has more hit points than aether points allotted, then the intended victim shakes off the drowsy feeling and is now alerted that something is not right (GM will need to access the target and their situation and make a role-play decision). The aether points are lost. Those who make their saving throw feel uneasy, but they lack specific knowledge of the attack. Magic users with this spell in their spell book will automatically know the attempt and know the spell that was cast upon them.
Once the focus stops, the target remains asleep naturally, and they can be awakened like any other sleeping being of their kind (mortal, monster, or animal).
The spell has no verbal component to not wake or alert the target.
Standing targets and those not in a relaxed position will fall to the ground, fall over in their seat, or otherwise pass out. This will not awaken them if they fail their saving throw, but if there are others who may see or hear this, they should get a perception roll to see if they noticed something amiss.
This spell is ineffective against the undead or any opponent who does not sleep.
Victims of this spell are treated as helpless targets for purposes of attack and are subject to execution
EFFECT: Creates an 8 ounce flask or vial of holy water. The water may be needed to complete other miracles or to ward off the powers of evil. Only good aligned clerics with the power to turn the undead may create holy water. It requires a 14th level cleric to create holy water. The miracle can create up to five flasks or vials of holy water, with one calling from the divine being.
Ritual must take place in a church dedicated to the faith of the divine being.
Powers of holy water: Holy water cast upon an undead creature will inflict 2D6 damage on these unclean beasts. Treat the attack as a thrown attack unless the beast is immobile, in which case you may easily pour the water on it.
Characters with skill in any thrown weapon can cast the water up to 10 feet without rolling with disfavor and would rely upon the ranged attack factors to hit the undead creature. The attack is point blank, but it cannot reach beyond 10 feet. Characters with no skill in thrown weapons make the attack roll with disfavor.
Holy Water:
Holy water can restore 1-3 hit points of damage if drank or poured upon a wound of anyone proselytized in the faith that created the holy water. Applying holy water heals all children who have not reached maturity. This requires the full use of 8 ounces of holy water to gain this benefit.
Those of the faith who have drank a flask of holy water within 24 hours will have their constitutional raised 2 points if they are at risk of contracting a contagion. This consideration only applies if they face the risk of contracting a disease. It does not affect any other scores or statistics.
Holy water has no beneficial effects when dealing with poisons or venoms.
EFFECT: The mortal or mortals become extremely resistant to fire and heat. The mortal receives 4 Damage Reduction against all natural, magical, and divine heat and fire attacks.
","level":7,"components":{"verbal":true,"somatic":true,"material":false,"catalyst":false,"religious":true},"prayerTime":"120","miracleRange":"20 Feet","areaAffected":"One to Six Mortals (7 Divinity Levels per Mortal) Only One Such Miracle Can Be Active at Once and All Affected Have the Same Duration","duration":"20 Plus 1D100 Minutes of Real Time. Kept by the Cleric.","savingThrow":"NONE","materialComponent":"","catalyst":"","attackRoll":"","powerRoll":"","miracleType":"noncombat","damageDice":"","damageDiceOverpowered":"","damageDiceOverpowered2":""},"effects":[],"sort":0,"ownership":{"default":0,"l74y1UZmsu5KYmeR":3,"Ccm2SWj6Wb78Gkz7":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"exportSource":null,"coreVersion":"13.348","systemId":"fvtt-lethal-fantasy","systemVersion":"13.0.0","createdTime":1757441291674,"modifiedTime":1757441291674,"lastModifiedBy":"Ccm2SWj6Wb78Gkz7"}} {"folder":"37mu4dxsSuftlnmP","name":"Invoke Affliction (Combat)","type":"miracle","img":"systems/fvtt-lethal-fantasy/assets/icons/icon_miracle.webp","_id":"qXMtSa68KbukbvCq","system":{"description":"EFFECT: Calls a wave of injury and pain down upon the cleric’s enemies to wound and injure those who oppose the cleric. The wave deals 1D10 damage to all enemies within the radius. The cleric can designate friend and foe within the radius.
The cleric and others who have been proselytized into the cleric’s faith are immune to the wave.
This miracle can be called only once per battle.
EFFECT: Creates a divine torch that illuminates in all ways like a normal torch except that it produces no heat and cannot be used to spawn other fires or to cook. The caster can only summon this divine torch once every 8 hours of game time while underground. This restriction is regardless of the power of the cleric. This restriction does not apply if it is simply dark. The restriction applies if the darkness manifests from descending below the surface that mankind walks. In the realm below the surface of the world, where darkness reigns supreme, the Nyctarian hold dominion.
","level":13,"components":{"verbal":true,"somatic":true,"material":false,"catalyst":false,"religious":false},"prayerTime":"5","miracleRange":"10 Feet","areaAffected":"Creates a Divine Torch With a 30 Foot Radius of Light","duration":"60 Plus 1D10 Minutes of Real Time Kept by the GM, not the Cleric. If Underground, the Cleric Can Only Cast This Miracle Once Every 8 Hours. This Is an exception to the Rule That Clerics Keep the Duration of Divine Spells.","savingThrow":"NONE","materialComponent":"","catalyst":"","attackRoll":"","powerRoll":"","miracleType":"combat","damageDice":"","damageDiceOverpowered":"","damageDiceOverpowered2":""},"effects":[],"sort":0,"ownership":{"default":0,"l74y1UZmsu5KYmeR":3,"Ccm2SWj6Wb78Gkz7":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"exportSource":null,"coreVersion":"13.348","systemId":"fvtt-lethal-fantasy","systemVersion":"13.0.0","createdTime":1757441291674,"modifiedTime":1757441291674,"lastModifiedBy":"Ccm2SWj6Wb78Gkz7"}} {"name":"Torch of the Arcane 2","type":"spell","img":"systems/fvtt-lethal-fantasy/assets/icons/icon_spell.webp","_id":"rM2NjWniQf23EZbC","system":{"description":"Effects: A bluish flame is summoned to either float over the caster’s head or attach to some object, providing light like a torch, although the light has a slight bluish tone. The flame gives off no heat and cannot light a fire. The creation of light where there is none is a great power, removing the horror of darkness for mere mortals. This power has one weakness, and the greatest mages and sorcerers of the realms have struggled to solve it for as long as such things have been recorded. A life saving flame, created by this spell, will light the way in the darkest night or the most closed castle tower, but its power becomes limited if the caster descends into the world beneath. The caster can only cast this spell once every 8 hours of game time while underground. This restriction is regardless of the number of aether points the magic user possesses. The restriction applies to all levels of the Arcane Torch spell. This restriction does not apply if it is simply dark, but only if the darkness manifests from descending below the surface of the world. Below the surface, the world darkness reigns and, in that realm, the Nyctarian are supreme.
","level":11,"cost":11,"memorized":false,"components":{"verbal":true,"somatic":true,"material":true,"catalyst":false},"castingTime":"3 Seconds","spellRange":"10 Feet","areaAffected":"Light Equivalent to a Torch. Radius of 30 Feet Bright Light and 60 Feet Dim Light.","duration":"60 Plus D100E Minutes in Real Time kept by the GM","savingThrow":"NONE","extraAetherPoints":"","materialComponent":"Diamond Chips","attackRoll":"","powerRoll":"","criticalType":"none","catalyst":"","costOverpowered":0,"costOverpowered2":0,"damageDice":"","damageDiceOverpowered":"","damageDiceOverpowered2":""},"effects":[],"folder":"R1X91jmdjtxCTnNY","sort":6800000,"ownership":{"default":0,"l74y1UZmsu5KYmeR":3,"Ccm2SWj6Wb78Gkz7":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"exportSource":null,"coreVersion":"13.348","systemId":"fvtt-lethal-fantasy","systemVersion":"13.0.0","createdTime":1757441288902,"modifiedTime":1757441288902,"lastModifiedBy":"Ccm2SWj6Wb78Gkz7"}} {"folder":"R1X91jmdjtxCTnNY","name":"Shatter Door 3","type":"spell","img":"systems/fvtt-lethal-fantasy/assets/icons/icon_spell.webp","_id":"rYiT41uzTp0WoZaK","system":{"description":"Effects: Arcane force attempts to open a door or portal. The spell forces the door with the equivalent of 23 strength for challenge of strength to the door (+ 12 challenge of strength). The spell focuses on the door, enabling allies to join in physically opening it, combined with the spell’s strength. Depending on the size of the door, only 2 characters could push on a standard size door.
Forcing a door requires a challenge of strength. The Game Magistrate will have a preset challenge rating to force the door, or the GM will roll a D20E plus a modifier set by the adventure or the GM. The character must surpass the challenge strength of the door to force the door open by rolling a D20E plus the challenge of strength modifier.
The spell can be part of a group strength challenge.
Effects: Changes the size of magical armor or shields to fit the mortal of choice. The spell does not repair or change the condition of the armor.
","level":19,"cost":19,"memorized":false,"components":{"verbal":true,"somatic":true,"material":true,"catalyst":false},"castingTime":"30 Seconds","spellRange":"10 Feet","areaAffected":"One Set of Armor","duration":"Permanent","savingThrow":"NONE","extraAetherPoints":"","materialComponent":"Walnut Sized Diamond","attackRoll":"","powerRoll":"","criticalType":"none","catalyst":"","costOverpowered":0,"costOverpowered2":0,"damageDice":"","damageDiceOverpowered":"","damageDiceOverpowered2":""},"effects":[],"sort":0,"ownership":{"default":0,"l74y1UZmsu5KYmeR":3,"Ccm2SWj6Wb78Gkz7":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"exportSource":null,"coreVersion":"13.348","systemId":"fvtt-lethal-fantasy","systemVersion":"13.0.0","createdTime":1757441288902,"modifiedTime":1757441288902,"lastModifiedBy":"Ccm2SWj6Wb78Gkz7"}} {"folder":"37mu4dxsSuftlnmP","name":"Communal Restoration III (Non-Combat)","type":"miracle","img":"systems/fvtt-lethal-fantasy/assets/icons/icon_miracle.webp","_id":"rptL13N1MopkHPXD","system":{"description":"EFFECT: Provides 1D6E healing for wounds to all mortals affected at the clerics’ discretion. The cleric can choose to heal one wound or distribute the healing evenly among all wounds. A fully healed wound will spill over and heal any remaining wounds evenly.
","level":10,"components":{"verbal":true,"somatic":true,"material":false,"catalyst":false,"religious":true},"prayerTime":"600","miracleRange":"Touch","areaAffected":"All Mortals Touching or Being Touched by the Cleric.","duration":"Permanent (The Healing Effect Once Begun Takes 10 Seconds to Complete as Wounds Heal and Improve)","savingThrow":"NONE","materialComponent":"","catalyst":"","attackRoll":"","powerRoll":"","miracleType":"noncombat","damageDice":"","damageDiceOverpowered":"","damageDiceOverpowered2":""},"effects":[],"sort":0,"ownership":{"default":0,"l74y1UZmsu5KYmeR":3,"Ccm2SWj6Wb78Gkz7":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"exportSource":null,"coreVersion":"13.348","systemId":"fvtt-lethal-fantasy","systemVersion":"13.0.0","createdTime":1757441291674,"modifiedTime":1757441291674,"lastModifiedBy":"Ccm2SWj6Wb78Gkz7"}} {"folder":"R1X91jmdjtxCTnNY","name":"Distant Ventriloquist","type":"spell","img":"systems/fvtt-lethal-fantasy/assets/icons/icon_spell.webp","_id":"s65mnPQupgLAgw7p","system":{"description":"Effects: The caster can make their voice come from any area or object within 100 feet. Must have a target for it to emanate from not open space, even if that is a wall. Does not alter or change the caster’s voice at all. The spell does not grant distance hearing, so if it is too far away, the caster may not even know the hearer's response.
","level":6,"cost":110,"memorized":false,"components":{"verbal":true,"somatic":true,"material":true,"catalyst":false},"castingTime":"5 Seconds","spellRange":"100 Feet","areaAffected":"One Area or Object That Is In Sight","duration":"Focus, The spell continues until the caster drops the spell, casts another spell, or gets interrupted by an attack.","savingThrow":"None. Willpower to See if Those in the Area Are Fooled by Ruse (Negates)","extraAetherPoints":"","materialComponent":"Parrot Feather","attackRoll":"","powerRoll":"","catalyst":"","criticalType":"electric","costOverpowered":0,"costOverpowered2":0,"damageDice":"","damageDiceOverpowered":"","damageDiceOverpowered2":""},"effects":[],"sort":1800000,"ownership":{"default":0,"l74y1UZmsu5KYmeR":3,"Ccm2SWj6Wb78Gkz7":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"exportSource":null,"coreVersion":"13.348","systemId":"fvtt-lethal-fantasy","systemVersion":"13.0.0","createdTime":1757441288902,"modifiedTime":1757441288902,"lastModifiedBy":"Ccm2SWj6Wb78Gkz7"}} {"folder":"37mu4dxsSuftlnmP","name":"Sacred Life IV (Non-Combat)","type":"miracle","img":"systems/fvtt-lethal-fantasy/assets/icons/icon_miracle.webp","_id":"spvtgfvhFKELgny2","system":{"description":"EFFECT: The calling of this miracle grants up to 6 mortals 2D8E hit points. The spell’s false hit points do not heal injuries. Instead, these false hit points are used up before actual hit points are taken from a mortal. When a mortal is struck, and the injury is to the divine granted points, a flash of light will come from the wound, but no blood will appear (unless the wound exceeds the divine life). These hit points are only deducted when the mortal’s DR is exceeded, and they function the same as the mortal’s regular hit points. Flash of pain does not apply to these granted hit points and so the required points for FOP would only occur if actual hit points are taken, not these divine granted hit points. These hit points don’t factor into determining when a FOP roll must be made.
","level":13,"components":{"verbal":true,"somatic":true,"material":false,"catalyst":false,"religious":true},"prayerTime":"300","miracleRange":"20 Feet","areaAffected":"One Mortal or Up to Six Mortals, for 78 Divinity Levels. Only One Such Miracle Can Be Active at Once and All Affected Have the Same Duration.","duration":"20 Plus 1D20 Minutes of Real Time. Kept by the Cleric.","savingThrow":"NONE","materialComponent":"","catalyst":"","attackRoll":"","powerRoll":"","miracleType":"noncombat","damageDice":"","damageDiceOverpowered":"","damageDiceOverpowered2":""},"effects":[],"sort":0,"ownership":{"default":0,"l74y1UZmsu5KYmeR":3,"Ccm2SWj6Wb78Gkz7":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"exportSource":null,"coreVersion":"13.348","systemId":"fvtt-lethal-fantasy","systemVersion":"13.0.0","createdTime":1757441291674,"modifiedTime":1757441291674,"lastModifiedBy":"Ccm2SWj6Wb78Gkz7"}} {"name":"Mystic Arrow","type":"spell","img":"systems/fvtt-lethal-fantasy/assets/icons/icon_spell.webp","_id":"t0M2omvJafOFbSbP","system":{"description":"Effects: Fires an arcane arrow of magical power at the character’s enemies. 1D4E damage to the target. The player should describe how the missile appears, including color, appearance, and type of weapon. Although the spell is called arcane arrow for reference, the actual weapon projected is at the character’s discretion and should be of the character’s own design. Dagger, arrow, axe, dart, stone, anything the character envisions. The only trait that is not changeable is the weapons size. This is not a huge projectile. The missile stays the size of an arrow regardless of choice of shape or color.
This spell resolves as a magical attack that characters can dodge with a successful saving throw, negating damage. This spell can cause magical vital or lethal strikes.
Armor, shield, or natural damage reduction do not block damage from this spell.
Extra aether points: Add 1 aether points for 2D4E damage and 2 aether points for 3D4E damage. This represents the maximum overpowering of this spell.
","level":1,"cost":1,"components":{"verbal":true,"somatic":true,"material":false,"catalyst":false},"castingTime":"3","spellRange":"200","areaAffected":"One Target","duration":"Instant","savingThrow":"Dodge Negates","extraAetherPoints":"1 for 2D4E Damage, 2 for 3D4E","materialComponent":"None","attackRoll":"","powerRoll":"","criticalType":"force","memorized":false,"catalyst":"","costOverpowered":0,"costOverpowered2":0,"damageDice":"","damageDiceOverpowered":"","damageDiceOverpowered2":""},"effects":[],"folder":"R1X91jmdjtxCTnNY","sort":8200000,"ownership":{"default":0,"Ccm2SWj6Wb78Gkz7":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"exportSource":null,"coreVersion":"13.348","systemId":"fvtt-lethal-fantasy","systemVersion":"13.0.0","createdTime":1757441288902,"modifiedTime":1757441288902,"lastModifiedBy":"Ccm2SWj6Wb78Gkz7"}} {"folder":"37mu4dxsSuftlnmP","name":"Sacred Life V (Non-Combat)","type":"miracle","img":"systems/fvtt-lethal-fantasy/assets/icons/icon_miracle.webp","_id":"tAhdNabF5QswA4wS","system":{"description":"EFFECT: The calling of this miracle grants up to 6 mortals 2D12E hit points. The spell’s false hit points do not heal injuries. Instead, these false hit points are used up before actual hit points are taken from a mortal. When a mortal is struck, and the injury is to the divine granted points, a flash of light will come from the wound, but no blood will appear (unless the wound exceeds the divine life). These hit points are only deducted when the mortal’s DR is exceeded, and they function the same as the mortal’s regular hit points. Flash of pain does not apply to these granted hit points and so the required points for FOP would only occur if actual hit points are taken, not these divine granted hit points. These hit points don’t factor into determining when a FOP roll must be made.
","level":17,"components":{"verbal":true,"somatic":true,"material":false,"catalyst":false,"religious":true},"prayerTime":"300","miracleRange":"20 Feet","areaAffected":"One Mortal or Up to Six Mortals, for 102 Divinity Levels. Only One Such Miracle Can Be Active at Once and All Affected Have the Same Duration.","duration":"20 Plus 1D20 Minutes of Real Time. Kept by the Cleric.","savingThrow":"NONE","materialComponent":"","catalyst":"","attackRoll":"","powerRoll":"","miracleType":"noncombat","damageDice":"","damageDiceOverpowered":"","damageDiceOverpowered2":""},"effects":[],"sort":0,"ownership":{"default":0,"l74y1UZmsu5KYmeR":3,"Ccm2SWj6Wb78Gkz7":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"exportSource":null,"coreVersion":"13.348","systemId":"fvtt-lethal-fantasy","systemVersion":"13.0.0","createdTime":1757441291674,"modifiedTime":1757441291674,"lastModifiedBy":"Ccm2SWj6Wb78Gkz7"}} {"folder":"R1X91jmdjtxCTnNY","name":"Agony Wave 6","type":"spell","img":"systems/fvtt-lethal-fantasy/assets/icons/icon_spell.webp","_id":"tO3PzsKmEeiGvN5l","system":{"description":"Effects: The caster creates a pulse of pain to enemies within 30 feet of the caster. The spell causes no actual injury or wound. The pulse forces enemies to make a saving throw against pain as if an serious wound had been inflicted. Those failing the toughness save will be under a flash of pain, just as if they actually suffered a wound. Animals will flee after the flash of pain passes, as stated in the LETHAL BOOK OF MONSTERS.
","level":24,"cost":24,"memorized":false,"components":{"verbal":true,"somatic":true,"material":false,"catalyst":false},"castingTime":"1 Second","spellRange":"Self","areaAffected":"All Opponents with 30 Feet of Caster","duration":"1D20E seconds","savingThrow":"TOUGHNESS","extraAetherPoints":"Add 10 aether points to increase the area affected to 50 feet from the caster","materialComponent":"","attackRoll":"","powerRoll":"","criticalType":"none","catalyst":"","costOverpowered":0,"costOverpowered2":0,"damageDice":"","damageDiceOverpowered":"","damageDiceOverpowered2":""},"effects":[],"sort":0,"ownership":{"default":0,"l74y1UZmsu5KYmeR":3,"Ccm2SWj6Wb78Gkz7":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"exportSource":null,"coreVersion":"13.348","systemId":"fvtt-lethal-fantasy","systemVersion":"13.0.0","createdTime":1757441288902,"modifiedTime":1757441288902,"lastModifiedBy":"Ccm2SWj6Wb78Gkz7"}} {"folder":"37mu4dxsSuftlnmP","name":"Sense Domination (Ritual of Faith)","type":"miracle","img":"systems/fvtt-lethal-fantasy/assets/icons/icon_miracle.webp","_id":"tiCMFasNyYhmsaPh","system":{"description":"EFFECT: This miracle reveals if there are any existing arcane, demonic, or divine powers that are exerting control over the mortal or animal. The cleric would learn who the entity controlling the mortal or animal is and what they are being forced or pressured to do.
","level":8,"components":{"verbal":true,"somatic":true,"material":false,"catalyst":false,"religious":true},"prayerTime":"1200","miracleRange":"25 Feet","areaAffected":"One Mortal or Animal","duration":"Instant","savingThrow":"NONE","materialComponent":"","catalyst":"","attackRoll":"","powerRoll":"","miracleType":"ritualfaith","damageDice":"","damageDiceOverpowered":"","damageDiceOverpowered2":""},"effects":[],"sort":0,"ownership":{"default":0,"l74y1UZmsu5KYmeR":3,"Ccm2SWj6Wb78Gkz7":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"exportSource":null,"coreVersion":"13.348","systemId":"fvtt-lethal-fantasy","systemVersion":"13.0.0","createdTime":1757441291674,"modifiedTime":1757441291674,"lastModifiedBy":"Ccm2SWj6Wb78Gkz7"}} {"folder":"R1X91jmdjtxCTnNY","name":"Tongues of Deceit","type":"spell","img":"systems/fvtt-lethal-fantasy/assets/icons/icon_spell.webp","_id":"tlMzuvgATTz85UJh","system":{"description":"Effects: The caster and those designated to be part of the effect speak a unique language that only those affected can understand. Outsiders hearing the party talk will hear a completely normal conversation that does not draw any sort of attention or suspicion from those hearing them talk. This spell allows the party to communicate without fear of being overheard and understood by outside parties. This differs from the lower level tongues spell in that the spell protects the conversation without causing others to wonder about the contents of the conversation.
","level":14,"cost":14,"memorized":false,"components":{"verbal":true,"somatic":true,"material":true,"catalyst":false},"castingTime":"5 Seconds","spellRange":"20 Feet","areaAffected":"Designated Allies within 20 Feet","duration":"10 Plus 1D20 Minutes of Real Time Kept by the GM","savingThrow":"NONE","extraAetherPoints":"Add 6 aether points to increase the duration of the spell to 20 plus 1D20 minutes of real time kept by the GM","materialComponent":"Parrots Tongue","attackRoll":"","powerRoll":"","criticalType":"none","catalyst":"","costOverpowered":0,"costOverpowered2":0,"damageDice":"","damageDiceOverpowered":"","damageDiceOverpowered2":""},"effects":[],"sort":0,"ownership":{"default":0,"l74y1UZmsu5KYmeR":3,"Ccm2SWj6Wb78Gkz7":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"exportSource":null,"coreVersion":"13.348","systemId":"fvtt-lethal-fantasy","systemVersion":"13.0.0","createdTime":1757441288902,"modifiedTime":1757441288902,"lastModifiedBy":"Ccm2SWj6Wb78Gkz7"}} {"folder":"37mu4dxsSuftlnmP","name":"Emberstride V (Non-Combat)","type":"miracle","img":"systems/fvtt-lethal-fantasy/assets/icons/icon_miracle.webp","_id":"ukwT3C5jWjDvu612","system":{"description":"EFFECT: The mortal or mortals become extremely resistant to fire and heat. The mortal receives 10 Damage Reduction against all natural, magical, and divine heat and fire attacks.
","level":17,"components":{"verbal":true,"somatic":true,"material":false,"catalyst":false,"religious":true},"prayerTime":"120","miracleRange":"20 Feet","areaAffected":"One to Six Mortals (17 Divinity Levels per Mortal) Only One Such Miracle Can Be Active at Once and All Affected Have the Same Duration","duration":"20 Plus 1D100 Minutes of Real Time. Kept by the Cleric.","savingThrow":"NONE","materialComponent":"","catalyst":"","attackRoll":"","powerRoll":"","miracleType":"noncombat","damageDice":"","damageDiceOverpowered":"","damageDiceOverpowered2":""},"effects":[],"sort":0,"ownership":{"default":0,"l74y1UZmsu5KYmeR":3,"Ccm2SWj6Wb78Gkz7":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"exportSource":null,"coreVersion":"13.348","systemId":"fvtt-lethal-fantasy","systemVersion":"13.0.0","createdTime":1757441291674,"modifiedTime":1757441291674,"lastModifiedBy":"Ccm2SWj6Wb78Gkz7"}} {"folder":"37mu4dxsSuftlnmP","name":"Invoke Heat (Combat)","type":"miracle","img":"systems/fvtt-lethal-fantasy/assets/icons/icon_miracle.webp","_id":"vGrs6mTt8Us4Wpfj","system":{"description":"EFFECT: Calls a blast of heat down upon the cleric to burn the enemies of the cleric. The cleric’s heat deals 2D10 fire damage to all mortals and creatures within the radius. To avoid damage, a character must avoid the blast. Characters should position themselves on the battle map where they could have avoided the blast. The object or circumstance of protection must be within 5 feet at the time the blast erupts. If there is no possibility of getting outside the radius (room or hallway too small). The save will only cut the damage in half. This is a GM determination based on location and setting of the battle.
The cleric and others who have been proselytized into the cleric’s faith are immune to the heat.
EFFECT: Provides 4D6E healing for wounds at the clerics’ discretion. The cleric decides whether to heal one wound or distribute the healing evenly among all wounds. A fully healed wound will spill over and heal any remaining wounds evenly.
","level":12,"components":{"verbal":true,"somatic":true,"material":false,"catalyst":false,"religious":true},"prayerTime":"900","miracleRange":"Touch","areaAffected":"One Mortal","duration":"Permanent (The Healing Effect Once Begun Takes 60 Seconds to Complete as Wounds Heal and Improve)","savingThrow":"NONE","materialComponent":"","catalyst":"","attackRoll":"","powerRoll":"","miracleType":"noncombat","damageDice":"","damageDiceOverpowered":"","damageDiceOverpowered2":""},"effects":[],"sort":0,"ownership":{"default":0,"l74y1UZmsu5KYmeR":3,"Ccm2SWj6Wb78Gkz7":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"exportSource":null,"coreVersion":"13.348","systemId":"fvtt-lethal-fantasy","systemVersion":"13.0.0","createdTime":1757441291674,"modifiedTime":1757441291674,"lastModifiedBy":"Ccm2SWj6Wb78Gkz7"}} {"folder":"37mu4dxsSuftlnmP","name":"Martyr's Blessing VI (Non-Combat)","type":"miracle","img":"systems/fvtt-lethal-fantasy/assets/icons/icon_miracle.webp","_id":"vWIPqQXKrQxsNtKY","system":{"description":"EFFECT: Grants temporary divine bonus dice of 1D12 to attack and defense rolls for those blessed. When this occurs, the attacker or defender rolls a 4th dice to attack or defend. Clerics should have dice to grant to those they bless so they can grant the blessing. A white D12 is recommended. These dice do not explode.
Cannot stack multiple versions of this miracle or have more than one group under its blessing.
Effects: Covers the target or targets with a cloak that allows them to blend into the background of their current location. This allows the target to gain two beneficial circumstances for the stealth hide and sneak checks when attempting to use their stealth skill. The target is still visible, but if others see them, they will appear as hazy, and they will change and match the background that surrounds them.
The spell duration is the same for all targets of the spell. The spell will start and expire at the same time for all targets.
EFFECT: The calling of this miracle grants up to 6 mortals 2D10E hit points. The spell’s false hit points do not heal injuries. Instead, these false hit points are used up before actual hit points are taken from a mortal. When a mortal is struck, and the injury is to the divine granted points, a flash of light will come from the wound, but no blood will appear (unless the wound exceeds the divine life). These hit points are only deducted when the mortal’s DR is exceeded, and they function the same as the mortal’s regular hit points. Flash of pain does not apply to these granted hit points and so the required points for FOP would only occur if actual hit points are taken, not these divine granted hit points. These hit points don’t factor into determining when a FOP roll must be made.
","level":11,"components":{"verbal":true,"somatic":true,"material":false,"catalyst":false,"religious":true},"prayerTime":"300","miracleRange":"20 Feet","areaAffected":"One Mortal or Up to Six Mortals, for 60 Divinity Levels. Only One Such Miracle Can Be Active at Once and All Affected Have the Same Duration.","duration":"20 Plus 1D20 Minutes of Real Time. Kept by the Cleric.","savingThrow":"NONE","materialComponent":"","catalyst":"","attackRoll":"","powerRoll":"","miracleType":"noncombat","damageDice":"","damageDiceOverpowered":"","damageDiceOverpowered2":""},"effects":[],"sort":0,"ownership":{"default":0,"l74y1UZmsu5KYmeR":3,"Ccm2SWj6Wb78Gkz7":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"exportSource":null,"coreVersion":"13.348","systemId":"fvtt-lethal-fantasy","systemVersion":"13.0.0","createdTime":1757441291674,"modifiedTime":1757441291674,"lastModifiedBy":"Ccm2SWj6Wb78Gkz7"}} {"folder":"37mu4dxsSuftlnmP","name":"Frostward II (Non-Combat)","type":"miracle","img":"systems/fvtt-lethal-fantasy/assets/icons/icon_miracle.webp","_id":"w3oRc8jn3SbuILbW","system":{"description":"EFFECT: The mortal or mortals are extremely resistant to cold and ice. The mortal receives 4 Damage Reduction against all natural, magical, and divine cold and ice attacks.
","level":6,"components":{"verbal":true,"somatic":true,"material":false,"catalyst":false,"religious":true},"prayerTime":"120","miracleRange":"20 Feet","areaAffected":"One to Six Mortals (6 Divinity Levels per Mortal) Only one such miracle can be active at once and all affected have the same duration.","duration":"20 Plus 1D100 Minutes of Real Time. Kept by the Cleric.","savingThrow":"NONE","materialComponent":"","catalyst":"Religious Symbol","attackRoll":"","powerRoll":"","miracleType":"noncombat","damageDice":"","damageDiceOverpowered":"","damageDiceOverpowered2":""},"effects":[],"sort":1700000,"ownership":{"default":0,"l74y1UZmsu5KYmeR":3,"Ccm2SWj6Wb78Gkz7":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"exportSource":null,"coreVersion":"13.348","systemId":"fvtt-lethal-fantasy","systemVersion":"13.0.0","createdTime":1757441291674,"modifiedTime":1757441291674,"lastModifiedBy":"Ccm2SWj6Wb78Gkz7"}} {"folder":"37mu4dxsSuftlnmP","name":"Sacred Tread (Combat)","type":"miracle","img":"systems/fvtt-lethal-fantasy/assets/icons/icon_miracle.webp","_id":"w5B7yGaJnl6zg8PU","system":{"description":"EFFECT: Allows a mortal to walk on water. Some water like an ocean can be very unsteady and the miracle does not allow them to stick to rough water like waves or rapids, but allows them to stand on the water as if it were solid ground. A rapid river or stormy ocean might still present serious issues to cross. While the miracle is active, the caster and those granted the power to walk on water shall not sink into the water even if they fall. This miracle applies only to water and not other pools of liquid (like oil or acid). The presence of the miracle does not affect walking on other surfaces and may switch between water and dry land without affecting the miracle. Mortals who receive this power can turn off the effect themselves without affecting others with the power, but they cannot reactivate it without calling on the miracle again.
","level":13,"components":{"verbal":true,"somatic":true,"material":false,"catalyst":false,"religious":true},"prayerTime":"10","miracleRange":"25 Feet","areaAffected":"1 to 6 Mortals (13 Divinity Levels per Mortal) Only One Such Miracle Can Be Active at Once and All Affected Have the Same Duration","duration":"20 Plus 1D100 Minutes of Real Time. Kept by the Cleric.","savingThrow":"NONE","materialComponent":"","catalyst":"","attackRoll":"","powerRoll":"","miracleType":"combat","damageDice":"","damageDiceOverpowered":"","damageDiceOverpowered2":""},"effects":[],"sort":0,"ownership":{"default":0,"l74y1UZmsu5KYmeR":3,"Ccm2SWj6Wb78Gkz7":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"exportSource":null,"coreVersion":"13.348","systemId":"fvtt-lethal-fantasy","systemVersion":"13.0.0","createdTime":1757441291674,"modifiedTime":1757441291674,"lastModifiedBy":"Ccm2SWj6Wb78Gkz7"}} {"folder":"R1X91jmdjtxCTnNY","name":"Agony Wave 3","type":"spell","img":"systems/fvtt-lethal-fantasy/assets/icons/icon_spell.webp","_id":"wAkTea5Oy4PidfIJ","system":{"description":"Effects: The caster creates a pulse of pain to enemies within 30 feet of the caster. The spell causes no actual injury or wound. The pulse forces enemies to make a saving throw against pain as if a serious wound had been inflicted. Those failing the toughness save will be under a flash of pain, just as if they actually suffered a wound. Animals will flee after the flash of pain passes, as stated in the LETHAL BOOK OF MONSTERS.
","level":15,"cost":15,"memorized":false,"components":{"verbal":true,"somatic":true,"material":false,"catalyst":false},"castingTime":"1 Second","spellRange":"Self","areaAffected":"All Opponents with 30 Feet of Caster","duration":"1D8E seconds","savingThrow":"TOUGHNESS","extraAetherPoints":"Add 10 aether points to increase the area affected to 50 feet from the caster","materialComponent":"","attackRoll":"","powerRoll":"","criticalType":"none","catalyst":"","costOverpowered":0,"costOverpowered2":0,"damageDice":"","damageDiceOverpowered":"","damageDiceOverpowered2":""},"effects":[],"sort":0,"ownership":{"default":0,"l74y1UZmsu5KYmeR":3,"Ccm2SWj6Wb78Gkz7":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"exportSource":null,"coreVersion":"13.348","systemId":"fvtt-lethal-fantasy","systemVersion":"13.0.0","createdTime":1757441288902,"modifiedTime":1757441288902,"lastModifiedBy":"Ccm2SWj6Wb78Gkz7"}} {"folder":"37mu4dxsSuftlnmP","name":"Healing VII (Non-Combat)","type":"miracle","img":"systems/fvtt-lethal-fantasy/assets/icons/icon_miracle.webp","_id":"wHKsBPp7x0aNQEnS","system":{"description":"EFFECT: Provides 6D8E healing for wounds at the clerics’ discretion. A cleric can choose to heal one wound or distribute the healing evenly among all wounds. A fully healed wound will spill over and heal any remaining wounds evenly.
","level":20,"components":{"verbal":true,"somatic":true,"material":false,"catalyst":false,"religious":true},"prayerTime":"1200","miracleRange":"Touch","areaAffected":"One Mortal","duration":"Permanent (The Healing Effect Once Begun Takes 90 Seconds to Complete as Wounds Heal and Improve)","savingThrow":"NONE","materialComponent":"","catalyst":"","attackRoll":"","powerRoll":"","miracleType":"noncombat","damageDice":"","damageDiceOverpowered":"","damageDiceOverpowered2":""},"effects":[],"sort":0,"ownership":{"default":0,"l74y1UZmsu5KYmeR":3,"Ccm2SWj6Wb78Gkz7":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"exportSource":null,"coreVersion":"13.348","systemId":"fvtt-lethal-fantasy","systemVersion":"13.0.0","createdTime":1757441291674,"modifiedTime":1757441291674,"lastModifiedBy":"Ccm2SWj6Wb78Gkz7"}} {"folder":"37mu4dxsSuftlnmP","name":"Exorcism (Ritual of Faith)","type":"miracle","img":"systems/fvtt-lethal-fantasy/assets/icons/icon_miracle.webp","_id":"wgpr25qhoeLuB6Wz","system":{"description":"EFFECT: A cleric may attempt to remove a curse from an item or mortal or to force a demon to leave a mortal body by calling forth this miracle. The material component is some personal item of the mortal that is the subject of the possession or curse. This miracle is a lengthy process that must be completed in a single ceremony and cannot be divided into smaller ones. Disruption of the ceremony will require a new ceremony be begun, and the miracle called again (costing more divinity levels). A curse or possession will be given a strength by its creator or the demon possessing the mortal.
The casting roll of the dark cleric or demon creates the strength of the curse or possession. The casting roll of the cleric calling the miracle of curse removal or exorcism must overcome this strength. To determine the strength of a curse or possession, add the caster’s level to a standard cleric casting roll of 1D20E, factoring in charisma and level modifiers. The cleric attempting to overcome the curse or possession makes a cleric casting roll and adds this roll to their level. This differs from usual offensive cleric miracles because it includes the caster’s level directly, making the spell stronger as the caster levels up. Ties go to the curse creator or possessing demon. Failure prevents the cleric from trying again until they advance in level to where they have increased their power and have a rational belief that they might have more power, more knowledge, on the next attempt. All LETHAL FANTASY products will have detailed explanations of curses or possessions and what is required to remove them, and an upcoming supplement will further detail operations of evil clerics as NPCs and PCs in the world of LETHAL FANTASY.
Effects: Changes the size of non-magical armor to fit the mortal of choice. The spell does not repair or change the condition of the armor. The spell works with all quality levels of armor but will not change the size of magical armor.
","level":11,"cost":11,"memorized":false,"components":{"verbal":true,"somatic":true,"material":true,"catalyst":false},"castingTime":"30 Seconds","spellRange":"10 Feet","areaAffected":"One Set of Armor","duration":"Permanent","savingThrow":"NONE","extraAetherPoints":"","materialComponent":"Clear Glass Marble","attackRoll":"","powerRoll":"","criticalType":"none","catalyst":"","costOverpowered":0,"costOverpowered2":0,"damageDice":"","damageDiceOverpowered":"","damageDiceOverpowered2":""},"effects":[],"sort":0,"ownership":{"default":0,"l74y1UZmsu5KYmeR":3,"Ccm2SWj6Wb78Gkz7":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"exportSource":null,"coreVersion":"13.348","systemId":"fvtt-lethal-fantasy","systemVersion":"13.0.0","createdTime":1757441288902,"modifiedTime":1757441288902,"lastModifiedBy":"Ccm2SWj6Wb78Gkz7"}} {"folder":"R1X91jmdjtxCTnNY","name":"Veil of Ash","type":"spell","img":"systems/fvtt-lethal-fantasy/assets/icons/icon_spell.webp","_id":"x3VwsuVAK7POEoe1","system":{"description":"Effects: Upon completing the spell, smoke will begin pouring from the caster’s hands (sleeves), ears or mouth and will quickly fill in the area exactly as the caster desires. The smoke moves fast, and the designated area will fill in 5 seconds. Because of the smoke, the cloud blocks all vision, leaving those trapped within unable to see in any direction until they escape. The cloud appears as dark black smoke but does not cause breathing or eye irritation and is purely a vision screen. The screen is resistant to being moved and wind, rain or other elements do not move or affect the smoke screen.
","level":7,"cost":7,"memorized":false,"components":{"verbal":true,"somatic":true,"material":true,"catalyst":false},"castingTime":"2 Seconds","spellRange":"30 Feet","areaAffected":"Six 5-Foot Squares on a Battle Map (Each Square Is 5x5x10 Ft Tall)","duration":"10 Plus D20E Minutes of Real Time Kept by GM","savingThrow":"NONE","extraAetherPoints":"Add 5 points to add one added 5x5x10 battle map square to the spell. Maximum of 10 squares total for 27 aether points","materialComponent":"Pinch of Ash","attackRoll":"","powerRoll":"","criticalType":"none","catalyst":"","costOverpowered":0,"costOverpowered2":0,"damageDice":"","damageDiceOverpowered":"","damageDiceOverpowered2":""},"effects":[],"sort":0,"ownership":{"default":0,"l74y1UZmsu5KYmeR":3,"Ccm2SWj6Wb78Gkz7":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"exportSource":null,"coreVersion":"13.348","systemId":"fvtt-lethal-fantasy","systemVersion":"13.0.0","createdTime":1757441288902,"modifiedTime":1757441288902,"lastModifiedBy":"Ccm2SWj6Wb78Gkz7"}} {"folder":"R1X91jmdjtxCTnNY","name":"Tongues","type":"spell","img":"systems/fvtt-lethal-fantasy/assets/icons/icon_spell.webp","_id":"x5ENbuXIuSGzUIq5","system":{"description":"Effects: The caster and those designated to be part of the effect speak a unique language that only those affected can understand. Outsiders hearing the party talk will hear gibberish as if they are speaking an unknown language. This spell allows the party to communicate without fear of being overheard and understood by outside parties.
","level":7,"cost":7,"memorized":false,"components":{"verbal":true,"somatic":true,"material":true,"catalyst":false},"castingTime":"5 Seconds","spellRange":"20 Feet","areaAffected":"Designated Allies Within 20 Feet","duration":"10 Plus 1D20 Minutes of Real Time Kept by the GM","savingThrow":"NONE","extraAetherPoints":"Add 3 aether points to increase the duration of the spell to 20 plus 1D20 minutes of real time kept by the GM","materialComponent":"Snake's Tongue","attackRoll":"","powerRoll":"","criticalType":"none","catalyst":"","costOverpowered":0,"costOverpowered2":0,"damageDice":"","damageDiceOverpowered":"","damageDiceOverpowered2":""},"effects":[],"sort":0,"ownership":{"default":0,"l74y1UZmsu5KYmeR":3,"Ccm2SWj6Wb78Gkz7":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"exportSource":null,"coreVersion":"13.348","systemId":"fvtt-lethal-fantasy","systemVersion":"13.0.0","createdTime":1757441288902,"modifiedTime":1757441288902,"lastModifiedBy":"Ccm2SWj6Wb78Gkz7"}} {"name":"Ward of Force I","type":"spell","img":"systems/fvtt-lethal-fantasy/assets/icons/icon_spell.webp","_id":"xNjt5TBIJru6lGJq","system":{"description":"Effects: The spell creates an invisible barrier around its target, granting it 2 damage resistance. Does not make the protected mortal harder to hit. The spell grants a barrier to damage. The barrier protects from all physical attacks but does not protect from the effects of heat or cold if those effects occur without a physical impact.
The spell must provide the same protections for all targets of the spell. The spell will start and expire at the same time for all those protected.
Extra Aether Points: Add 5 aether points per mortal for 3 DR granted, add 10 aether points per mortal for 4 DR granted. This is the maximum that can be added to this spell.
","level":2,"cost":2,"components":{"verbal":true,"somatic":true,"material":true,"catalyst":false},"castingTime":"1","spellRange":"75","areaAffected":"1-6 Mortals","duration":"30 + D20E Real Time Minutes","savingThrow":"None","extraAetherPoints":"5 for 3 DR, 10 for 4 DR","materialComponent":"Polished Granite Stone For Each Mortal","attackRoll":"","powerRoll":"","criticalType":"none","memorized":false,"catalyst":"","costOverpowered":0,"costOverpowered2":0,"damageDice":"","damageDiceOverpowered":"","damageDiceOverpowered2":""},"effects":[],"folder":"R1X91jmdjtxCTnNY","sort":8100000,"ownership":{"default":0,"Ccm2SWj6Wb78Gkz7":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"exportSource":null,"coreVersion":"13.348","systemId":"fvtt-lethal-fantasy","systemVersion":"13.0.0","createdTime":1757441288902,"modifiedTime":1757441288902,"lastModifiedBy":"Ccm2SWj6Wb78Gkz7"}} {"folder":"37mu4dxsSuftlnmP","name":"Enflame Blade III (Non-Combat)","type":"miracle","img":"systems/fvtt-lethal-fantasy/assets/icons/icon_miracle.webp","_id":"xSzKDuIQ2nJBRYNs","system":{"description":"EFFECT: The cleric calls fire to weapons so that fire damage of 1D10 augments the weapons damage. The weapons still do their normal damage but add the 1D6 fire damage. Because the weapons’ fire is subtle and only flares up when a target is hit, they don’t provide enough light for travel or even for clear combat vision. The cleric should grant those with the weapons a D10 to represent this augmentation. For this purpose, a red D10 is suggested.
","level":21,"components":{"verbal":true,"somatic":true,"material":false,"catalyst":false,"religious":true},"prayerTime":"120","miracleRange":"20 Feet","areaAffected":"One to Six Weapons (21 Divinity Levels per Weapons) Only One Such Miracle Can Be Active at Once and All Weapons Affected Have the Same Duration","duration":"20 Plus D100 Minutes of Real Time. Kept by the Cleric.","savingThrow":"NONE","materialComponent":"","catalyst":"","attackRoll":"","powerRoll":"","miracleType":"noncombat","damageDice":"","damageDiceOverpowered":"","damageDiceOverpowered2":""},"effects":[],"sort":0,"ownership":{"default":0,"l74y1UZmsu5KYmeR":3,"Ccm2SWj6Wb78Gkz7":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"exportSource":null,"coreVersion":"13.348","systemId":"fvtt-lethal-fantasy","systemVersion":"13.0.0","createdTime":1757441291674,"modifiedTime":1757441291674,"lastModifiedBy":"Ccm2SWj6Wb78Gkz7"}} {"folder":"R1X91jmdjtxCTnNY","name":"Find Posession","type":"spell","img":"systems/fvtt-lethal-fantasy/assets/icons/icon_spell.webp","_id":"xxhfI3YqcMc0Ajvr","system":{"description":"Effects: The caster can locate a possession of theirs or someone close to them. If the item is a possession of another mortal, the caster must have seen the item or have a very specific description of the item. The caster must be able to picture the item in their mind. The GM should ask the player to describe the item and what they know about it, how long they have had it, what it looks like, why do they need to find it, how did they lose it? This is a great role-playing opportunity for the player to tell a little piece of the character’s story.
The spell causes the caster’s right arm and index finger to extend and remain rigid, pointing in the object’s direction if the item is within range. This includes up or down, so finding the lost object is much harder in an underground, or multi level castle than a flat village.
The caster cannot cast additional spells nor fight in combat with their right arm as it will remain pointed at the item, and this would include pointing behind them if they had to turn to face an oncoming combatant. If they try to fight without the spell being dismissed, they will do so with disfavor on defense and attack, and shield use is impossible.
The caster can dismiss the spell at will.
Effects: A bluish flame is summoned to either float over the caster’s head or attach to some object, providing light like a torch, although the light has a slight bluish tone. The flame gives off no heat and cannot light a fire. The creation of light where there is none is a great power, removing the horror of darkness for mere mortals. This power has one weakness, and the greatest mages and sorcerers of the realms have struggled to solve it for as long as such things have been recorded. A life saving flame, created by this spell, will light the way in the darkest night or the most closed castle tower, but its power becomes limited if the caster descends into the world beneath. The caster can only cast this spell once every 8 hours of game time while underground. This restriction is regardless of the number of aether points the magic user possesses. The restriction applies to all levels of the Arcane Torch spell. This restriction does not apply if it is simply dark, but only if the darkness manifests from descending below the surface of the world. Below the surface, the world darkness reigns and, in that realm, the Nyctarian are supreme.
","level":16,"cost":16,"memorized":false,"components":{"verbal":true,"somatic":true,"material":true,"catalyst":false},"castingTime":"3 Seconds","spellRange":"10 Feet","areaAffected":"Light Equivalent to a Torch. Radius of 30 Feet Bright Light and 60 Feet Dim Light.","duration":"90 Plus D100E Minutes in Real Time Kept by the GM","savingThrow":"NONE","extraAetherPoints":"","materialComponent":"1 Ruby","attackRoll":"","powerRoll":"","criticalType":"none","catalyst":"","costOverpowered":0,"costOverpowered2":0,"damageDice":"","damageDiceOverpowered":"","damageDiceOverpowered2":""},"effects":[],"folder":"R1X91jmdjtxCTnNY","sort":6700000,"ownership":{"default":0,"l74y1UZmsu5KYmeR":3,"Ccm2SWj6Wb78Gkz7":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"exportSource":null,"coreVersion":"13.348","systemId":"fvtt-lethal-fantasy","systemVersion":"13.0.0","createdTime":1757441288902,"modifiedTime":1757441288902,"lastModifiedBy":"Ccm2SWj6Wb78Gkz7"}} {"folder":"R1X91jmdjtxCTnNY","name":"Warp Space, Distant","type":"spell","img":"systems/fvtt-lethal-fantasy/assets/icons/icon_spell.webp","_id":"yaHemcGDqfYfD6Yc","system":{"description":"Effects: Caster can teleport to anyplace they can see that is within 1,000 feet of their current location. The caster can overpower this to allow teleport of 1 mile to a known location. Takes normal gear and anything they can lift and carry with them but does not transport items simply touched but not carried, including mounts, wagons, or boats.
","level":25,"cost":25,"memorized":false,"components":{"verbal":true,"somatic":true,"material":true,"catalyst":false},"castingTime":"5 Seconds","spellRange":"1000 Feet","areaAffected":"Caster","duration":"Instant","savingThrow":"NONE","extraAetherPoints":"100 points to teleport to any known area within 1 mile of the caster. Total points 125","materialComponent":"Piece of Rock That Fell From The Sky (Meteor), 5 Gold Pieces","attackRoll":"","powerRoll":"","criticalType":"none","catalyst":"","costOverpowered":0,"costOverpowered2":0,"damageDice":"","damageDiceOverpowered":"","damageDiceOverpowered2":""},"effects":[],"sort":0,"ownership":{"default":0,"l74y1UZmsu5KYmeR":3,"Ccm2SWj6Wb78Gkz7":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"exportSource":null,"coreVersion":"13.348","systemId":"fvtt-lethal-fantasy","systemVersion":"13.0.0","createdTime":1757441288902,"modifiedTime":1757441288902,"lastModifiedBy":"Ccm2SWj6Wb78Gkz7"}} {"folder":"37mu4dxsSuftlnmP","name":"Communal Restoration VI (Non-Combat)","type":"miracle","img":"systems/fvtt-lethal-fantasy/assets/icons/icon_miracle.webp","_id":"yfT23IHcwKKHgh2k","system":{"description":"EFFECT: Provides 1D20E healing for wounds to all mortals affected at the clerics’ discretion. The cleric can choose to heal one wound or distribute the healing evenly among all wounds. A fully healed wound will spill over and heal any remaining wounds evenly.
","level":23,"components":{"verbal":true,"somatic":true,"material":false,"catalyst":false,"religious":true},"prayerTime":"600","miracleRange":"Touch","areaAffected":"All Mortals Touching or Being Touched by the Cleric.","duration":"Permanent (The Healing Effect Once Begun Takes 10 Seconds to Complete as Wounds Heal and Improve)","savingThrow":"NONE","materialComponent":"","catalyst":"","attackRoll":"","powerRoll":"","miracleType":"noncombat","damageDice":"","damageDiceOverpowered":"","damageDiceOverpowered2":""},"effects":[],"sort":0,"ownership":{"default":0,"l74y1UZmsu5KYmeR":3,"Ccm2SWj6Wb78Gkz7":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"exportSource":null,"coreVersion":"13.348","systemId":"fvtt-lethal-fantasy","systemVersion":"13.0.0","createdTime":1757441291674,"modifiedTime":1757441291674,"lastModifiedBy":"Ccm2SWj6Wb78Gkz7"}} {"folder":"37mu4dxsSuftlnmP","name":"Banquet of the Divine (Non-Combat)","type":"miracle","img":"systems/fvtt-lethal-fantasy/assets/icons/icon_miracle.webp","_id":"yhhiuucyGc13Yct4","system":{"description":"EFFECT: Summons meats, breads, cheeses, fruits, vegetables, pies, cake, cookies, milk, water and wine to feed a group of 100. Summoned food is at the cleric’s command. The food and drink suffice to satiate even the most starving mortal. The feast appears. upon the tables or, if needed, the ground around the cleric. The feast includes eating and drinking utensils.
After 8 hours, any remaining food or drink, along with eating and drinking utensils, will disappear. The sustenance gained from the food and drink remains.
Effect: The cleric chooses a target within 25 feet that has fewer than 20 hit points. The cleric calling this miracle sacrifices up to 6 hit points to be transferred to the target. While the wound or wounds healed will transfer the same amount of damage to the cleric, opening similar wounds on the cleric. If there is more than one wound, the transferred hit points must be spread across all wounds and will open similar wounds on the cleric. This miracle can only be called upon the same target once per game day.
","level":8,"components":{"verbal":true,"somatic":true,"material":false,"catalyst":false,"religious":true},"prayerTime":"6","miracleRange":"25 Feet of Cleric","areaAffected":"One Mortal or Living Being Selected by the Cleric","duration":"Instant","savingThrow":"WILLPOWER (Negates) Only Can Be Saved Against If the Cleric Attempts to Heal an Unwilling Recipient","materialComponent":"","catalyst":"","attackRoll":"","powerRoll":"","miracleType":"combat","damageDice":"","damageDiceOverpowered":"","damageDiceOverpowered2":""},"effects":[],"sort":0,"ownership":{"default":0,"l74y1UZmsu5KYmeR":3,"Ccm2SWj6Wb78Gkz7":3},"flags":{},"_stats":{"compendiumSource":null,"duplicateSource":null,"exportSource":null,"coreVersion":"13.348","systemId":"fvtt-lethal-fantasy","systemVersion":"13.0.0","createdTime":1757441291674,"modifiedTime":1757441291674,"lastModifiedBy":"Ccm2SWj6Wb78Gkz7"}}