Rebuke Unholy, Regenerate, Resilient Sphere, Restoration
REBUKE UNHOLY Tier 3, priest Duration: Instant Range: Near You rebuke creatures who oppose your alignment, forcing them to flee. You must present a holy symbol to cast this spell. If you are lawful or neutral, this spell affects demons, devils, and outsiders. If you are chaotic, this spell affects angels and natural creatures of the wild. Affected creatures within near of you must make a CHA check vs. your spellcasting check. If a creature fails by 10+ points and is equal to or less than your level, it is destroyed. Otherwise, on a fail, it flees from you for 5 rounds. REGENERATE Tier 4, priest Duration: Focus Range: Close A creature you touch regains 1d4 hit points on your turn for the duration. This spell also regrows lost body parts. RESILIENT SPHERE Tier 4, wizard Duration: 5 rounds Range: Close You conjure a weightless, glassy sphere around you that extends out to close range. For the spell's duration, nothing can pass through or crush the sphere. You can roll the sphere a near distance on your turn. RESTORATION Tier 3, priest Duration: Instant Range: Close With the touch of your hands, you expunge curses and illnesses. One curse, illness, or affliction of your choice affecting the target creature ends.
PROPHECY Tier 5, priest Duration: Instant Range: Self You commune directly with your god for guidance. Ask the GM one question. The GM answers the question truthfully using the knowledge your god possesses. Deities are mighty, but not omniscient. You cannot cast this spell again until you complete penance. PROTECTION FROM EVIL Tier 1, priest, wizard Duration: Focus Range: Close For the spell’s duration, chaotic beings have disadvantage on attack rolls and hostile spellcasting checks against the target. These beings also can’t possess, compel, or beguile it. When cast on an alreadypossessed target, the possessing entity makes a CHA check vs. the last spellcasting check. On a failure, the entity is expelled. Tier 3, wizard Duration: Focus Range: Close One creature you touch becomes impervious to the wild fury of the elements. Choose fire, cold, or electricity. For the spell's duration, the target is immune to harm from energy of the chosen type. PROTECTION FROM ENERGY