Earlier this week, we released 13 Cleric Domains and Spells for the 13th Age Roleplaying Game. Yesterday we shared with you one of the domains inside. Today we want to bring you a 1st level spell, Spark of Hope.
Like the Luck domain, you can take the spark of hope spell at 1st level. Clerics are supposed to be a beacon of hope when all else looks dim, when the battle seems lost. That is exactly what this spell does: it provides a spark of hope when the battle turns against the adventurers, encouraging them to fight on all the harder for just a little longer.
In my own imagination, I see don’t see it so much as the cleric casting this spell as much as the deity channeling their power through the cleric. The cleric is seized by the god’s holy power and shoots beams of light through the eyes, mouth, finger tips, etc and then converging upon the target. How do you see this spell being cast? Share our thoughts in the comments below.
Download 13 Cleric Domains and Spells for your 13th Age Compatible game at the JBE Shop. You can also download it at DriveThruRPG/RPGNow and the Open Gaming Store.
Spark of Hope
Close-quarters spell
Daily
Special: You must be staggered (at 50% or less of your total hp) to cast this spell.
Target: One nearby enemy (or more, depending on the spell level)
Attack: Wisdom + Charisma + Level vs. MD
Hit: The enemy is vulnerable (18+) to all of your allies’ attacks until the end of your next turn.
Additional Effect: All nearby allies gain 1d8 + Wisdom temporary hit points.
3rd level spell | Your allies gain 2d8 temporary hit points; the enemy becomes vulnerable (16+). |
5th level spell | Your allies gain 3d8 temporary hit points; the enemy becomes vulnerable (14+), or you can target two enemies to become vulnerable (16+). |
7th level spell | Your allies gain 4d8 temporary hit points; the enemy becomes vulnerable (14+), or you can target three enemies to become vulnerable (16+). |
9th level spell | Your allies gain 5d8 temporary hit points; the enemy becomes vulnerable (12+), or you can target three enemies to become vulnerable (14+). |
Adventurer Feat: Affected enemies are also dazed until the end of your next turn.
Champion Feat: Affected enemies are also weakened until the end of your next turn.