Recite Scripture (5e Spell)

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Recite Scripture
2nd-level Evocation
Casting time: 1 Action
Range: 60 feet
Components: V,S,M (a book of scriptures for a certain deity or domain of deities)
Duration: Instantaneous


You channel the powers of your deity by reciting their written words. Choose from the following effects.

Empower: You read a passage of battle. For 1 minute, up to three creatures are imbued with the power of your deity or domain. Their weapon attacks deals an additional 1d4 damage. The damage type is that favoured by your deity or radiant if you are reading from a domain scripture.

Protection: You read a passage of safety. While concentrating up to 10 minutes, up to three creatures you can see gain +2 to their AC.

Provocation: You read an inflammatory passage. For 1 minute, all hostile creatures within range will view you as a higher threat than you are. The effected creature’s actions are decided by the DM, but you have a higher chance of being targeted than before.

Rebuke: You read a passage which curses the unbelievers. Up to 10 creatures that can understand you within range must make a Wisdom saving throw or take 4d6 + your spellcasting modifier psychic damage as the words of the gods permeate through them. Creatures that worship the same deity or be of the same domain as the scripture you are using are immune to this effect. On a successful save, a creature takes half damage.

Rejuvenate: You read a passage of rest and joy. Up to three creatures you can see within range regain 1d6 + your spellcasting modifier hit points. This healing cannot affect constructs and undead.

Seal: You read a passage of imprisonment or captivity. For 10 minutes, one creature you can see within range cannot regain hit points from any source. A casting of Reversal at 3rd level or a casting of Greater Restoration at 5th level can cure this effect.

Ward: You read a passage of safety. For up to 1 minute, up to three creatures you can see within range are surrounded with a faint white aura. The next creature to make an attack roll against them must succeed on a Wisdom saving throw or choose a new target for the attack. If the protected creature attacks or is successfully hit by an attack with an attack roll, the effect ends for that creature.

Creatures that cannot hear are immune to all of these effects and cannot benefit nor be harmed by them. Some specific deities may not have these options, however, each Domain will.


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