Divine Magicana

Antidote
Aura of protection
Banish Fear
Benediction
Blessed Meal
Blinding Light
Cleanse
Cure Undeath
Danger Sense
Dentistry
Diagnosis
Divine Birth
Divine Inspiration
Divine Justice
Divine Protection
Fertility
Final Rest
Group Heal
Heal Scar
Heal Sprain
Healing
Holy Avatar
Holy Cleansing Flame
Holy Rain
Hydrate
Immobilize
Mend Bone
Pacifism
Regenerate
Resurrection
Righteous Anger
Sanctuary
Sleep of Ages
The Spear of Light
Sphere of Elemental Protection
Strength of Life
Surgery
Surgical Removal
Tranquillity

Diviners (also going by the name of Priests, Clerics, Healers) are diligent and contemplative and focus much of their magic in the arts of healing and protecting. In fact where other colleges seek power through destruction, Diviners see importance in preservation and defense, and possesses an unsurpassable arsenal of healing spells. They are peaceful, and avoid violence whenever possible. However against creatures, such as daemons and the Undead, that know nothing but violence. Divine magic offers the most powerful and devastating spells, calling upon the glowing energy of light to tear apart such abominations. In the same way as Light opposes Darkness and Life opposes Death, Diviners seek the destruction of all that is dark and evil. 

 

Antidote

Range: Line of sight
Duration: Instant
Save: None
Mana: 15
This spell may be cast on any one including yourself, who has suffered damage from any type of poison. The spell removes the poison and restores all HPs lost through poison (also includes toxins and venoms).

Aura of protection

Range: Self or line of sight
Duration: 3 rounds per 5 WIS
Save: None
Mana: 20
Placing the clerical oilcloth on his head, the Wizard pronounces the mystic incantation, and the cloth expands to cover him from head to toe with a shimmering white aura. This spell adds +5 to save, dodge and parry against attacks from Undead creatures and Daemons, and +1 to against all other attacks. 

Banish Fear

Range: Line of sight
Duration: 4 rounds per 5 WIS
Save: None
Mana: 10
The Wizard holds up the lit candle and as he pronounced the incantation his whole hand becomes suffused with pure while light. Every ally in the Wizard’s line of sight when the spell is cast becomes completely immune to fear even the magical type. 

Benediction

Range: Line of sight
Duration: 3 rounds per 5 WIS
Save: None
Mana: 10
When raising up a Benediction the recipient (who must be specified beforehand and may not be yourself) is blessed and gains double their normal attacks per melee. This Prayer may also be used to counteract a Curse.

Blessed Meal

Range: Touch
Duration: +1 day per WIS
Save: None
Mana: 15
This spell prevents the spoilage of food and drink due to time. As well it changes the aspect of the material so that pests like rats and other vermin will not consume or even gnaw on the material not even if they are very hungry. It also prevents magical food from spoiling.

Blinding Light

Range: Line of sight
Duration: 3 rounds per 5 WIS
Save: None
Mana: 20
Holding the candle with both hands, the Wizard starts to chant. Magically a pure white flame starts burning with growing intensity, until the light becomes so strong that the candle cannot be watched directly. This blinding light is an incredible distraction to all enemies , but allies seem not to be bothered at all by it. The Blinding Light affects all enemies within the line of sight of the Wizard, who suffer a –5 penalty to all strikes (both for close combat and ranged attacks). Moreover the Wizard may not be the target of any missile fire as it is impossible to aim in his direction.

Cleanse

Range: Line of sight
Duration: Instant
Save: None
Mana: 10
This spell immediately cleans anything it is cast on as if the person had just had a long soak in a bath. It also removes any leeches or other infestations on the skin.

Cure Undeath

Range: Touch
Duration: Instant
Save: Standard
Mana: 50
This spell restores back to full humanity anyone who had been magically or supernaturally altered into a Vampire, Werewolf, Wraith, Zombie, etc.

Danger Sense

Range: Self
Duration: 4 rounds per 5 WIS
Save: None
Mana: 10
The Wizard intones an invocation of warning and protection and his eyes become surrounded with a gentle pale light. His senses become more and more aware of danger, as if the Wizard is somehow warned of potential hazards and perils. For the duration of this spell treat as if the recipient had the Danger Sense power.

Dentistry Range: Touch
Duration: Instant
Save: Standard 
Mana: 10
This spell allows the mage to perform any dental work. He can use this spell to painlessly clean, remove, repair, improve or straighten teeth.
Diagnosis Range: Touch
Duration: 1 minute per WIS
Save: N/a
Mana: 5
By carefully laying on hands, the Necromancer can sense the subtle currents of living energy within an organism. This spell allows the caster to detect any flaws within this energy flow and use his knowledge of anatomy to diagnose ailments and internal injuries. 
Divine Birth

Range: Touch
Duration: Instant
Save: None
Mana: 10
This allows anyone in the process of giving birth to do so successfully. It is used more when complications have set in.

Divine Inspiration

Range: Self or line of sight
Duration: 3 rounds per 5 WIS
Save: None
Mana: 5
The recipient (who must be specified beforehand) is imparted with wisdom and may translate any runes, spells, spell scrolls, etc.

Divine Justice

Range: Line of sight
Duration: Instant
Save: Standard 
Mana: 50
One opponent is struck dead by a bolt of Divine Fire. If the victim saves then loses half his HPs.

Divine Protection

Range: Line of sight
Duration: Until used
Save: None
Mana: 20
The recipient of Protection (who must be specified beforehand) may negate 1 set of damage that he took that round.

Fertility Range: Touch
Duration: Instant
Save: None
Mana: 15
This spell cures any infertility in either gender.
Final Rest

Range: Line of sight
Duration: 4 rounds per 5 WIS
Save: None
Mana: 50
The ritual of the Final Rest was created long time ago to bring peace to the restless undead creatures and protect the bodies of the recently dead from the corrupting power of necromantic magic. As the Wizard chants his whole figure starts to glow dimly, bathing the surrounding area in pale white light. This spell may be cast during combat and affects all the lesser Undead (skeletons and zombies) within line of sight of the Wizard killing them instantly. Other undead creatures behind or otherwise out of sight of the wizard but within a 3 metre per 5 WIS radius instead suffer 5D6 damage. This spell may also be cast on a slain comrade, or on any corpse, making it impossible to raise it as an Undead creature.

Group Heal

Range: Line of sight
Duration: Instant
Save: Standard for half damage
Mana: 50
Huddling in a group the caster utters the incantation of this powerful spell (to receive benefits from this spell recipients must be adjacent). All within the group are fully healed.

Heal Scar

Range: Touch
Duration: Instant
Save: None
Mana: 5
This instantly removes any scars and restores any CHA which was lost as a result of it.

Heal Sprain Range: Touch
Duration: Instant
Save: None
Mana: 5
This spell heals sprains, torn ligaments, and other minor injuries to tendons, muscles, and ligaments and immediately cancels their crippling effects.
Healing

Range: Line of sight
Duration: Instant
Save: None
Mana: 20
The Wizard may choose any ally within line of sight and heal him to full HPs.

Holy Avatar Range: Touch
Duration: 4 rounds per 5 WIS
Save: None
Mana: 50
The use of this spell brings forth very potent energies to the caster's disposal. It creates an energy duplicate of him with identical attributes, skills and abilities with the following exceptions; its HPs are +10 per WIS and thaco +1 per 3 WIS. It can fight independently of the caster or directly under his control.
Holy Cleansing Flame Range: Touch
Duration: 4 rounds per 5 WIS
Save: None
Mana: 40
This spell causes one touched sword to become a magical flaming weapon for the duration of the spell. Inflammable creatures receive an additional D6 damage while flammable creatures receive +3D6 damage. Flammable objects struck will be set aflame. The sword of cleansing flame has great power against Daemons and supernatural beings causing +4D6 damage. Also Daemons and elementals hit by the cleansing flame must save or be banished instantly.
Holy Rain Range: Line of sight
Duration: 4 rounds per 5 WIS
Save: Standard for half damage
Mana: 40
When this spell is cast a rain of holy water comes down over the area designated by the caster. Any evil creatures in the area of effect take 1 damage per 2 WIS of the caster straight to HPs. For undead and evil entities the damage is 1 per WIS. Creatures wounded by the spell cannot regenerate the damage suffered. 
Hydrate Range: Touch
Duration: Instant
Save: Standard
Mana: 15
This fully rehydrates someone who is dehydrated
Immobilize

Range: Line of sight
Duration: 4 rounds per 5 WIS
Save: Standard 
Mana: 30
This spell may be cast on up to 1 enemy per 4 WIS within your line of sight. As long as the spell is in effect the victim is totally paralysed.

Mend Bone

Range: Line of sight
Duration: Instant
Save: Standard 
Mana: 10
With this spell the caster may mend any broken bones. It will be as good as new when the spell is complete. If interrupted while casting, the bone will be mended only partly.

Pacifism

Range: Line of sight
Duration: 4 rounds per 5 WIS or until wounded
Save: Standard
Mana: 10
This spell may be cast on anyone calming him. If in battle then the victim may not attack or cast spells until it is wounded. Outside of battle it dramatically improves a persons disposition towards the caster.

Regenerate

Range: Touch
Duration: Instant
Save: None
Mana: 50
This spell may be cast on anyone restoring any lost limbs or organs.

Resurrection

Range: Touch
Duration: Instant
Save: None
Mana: 50
This spell may be cast at any time once an ally has been slain, even after some time. The Wizard carefully unfolds the cloth over the dead comrade’s chest, and his chanting causes it to grow in size until it covers the corpse completely as if it were a shroud. The restoring properties of the cloth sink slowly into the body of the fallen Hero: wounds close, breathing starts again, and after a few moments the eyelids flicker and open. The recently-dead ally is restored to life at 1 HP.

Righteous Anger

Range: Line of sight
Duration: 3 rounds per 5 WIS
Save: None
Mana: 20
The recipient is filled with a Divine wrath and gains +5 to hit and +2 to do a critical.

Sanctuary

Range: 3 metre radius
Duration: 3 rounds per 5 WIS
Save: None
Mana: 50
A sanctuary is then created that extends for a 3 metre radius of the clergyman. No ally in this sanctuary is subject to attack or an enemy spell. Allies are unaffected, and may attack and cast spells as usual. Enemies starting within the sanctuary are hurled out to the nearest available space and take D6 damage.

Sleep of Ages

Range: Line of sight
Duration: 4 rounds per 5 WIS or until woken
Save: Standard 
Mana: 30
By whispering the incantation of this spell, and waving in a gentle arc his hands filled with burned incense dust, the Wizard allows the powder to gradually pour from the gaps between his fingers. He then proceeds to blow the air-borne incense towards the direction of a 1 opponent per 4 ME. The target falls to the ground in a deep sleep, and remains asleep permanently until woken. A sleeping creature can be woken by any comrade next to him, but the waker must spend a full turn shaking the sleeper into wakefulness and cannot do anything else at the same time. A sleeping creature can be struck with a +6 bonus to strike, and the striker adds 2D6. The blow(s) then wake the sleeper, if the creature is still alive.

The Spear of Light

Range: Line of sight
Duration: Instant
Save: Standard for half damage
Mana: 50
The Wizard flings the dust in the air and his continuous chanting causes it to coalesce into a spear forged of pure, shimmering light. He then points his finger towards a single enemy, hurling the spear at it. The Spear of Light may target any enemy in direct line of sight, regardless of the range. It automatically hits and causes 5D6 against it as normal. If the target is an Undead creature or Daemon 10D6 are rolled instead as the forces of light tear them apart.

Sphere of Elemental Protection

Range: Line of sight
Duration: 4 rounds per 5 WIS
Save: None
Mana: 40
This spell may only be cast upon the spellcaster. When the spell is cast choose one of the following: air, earth, fire, or water. Any damage dealt to you from a source of the element type you choose is negated.

Strength of Life

Range: Line of sight
Duration: Until depleted
Save: None
Mana: 15
The Wizard lights the candle and uses it to light an incense stick, causing it to burn with a pungent smelling grey smoke. He then directs this enchanted cloud to envelope a single hero, assuming the shape of a wispy plate armour with SDC equal to it. This powerful spell may target any ally in the Wizard’s direct or partial line of sight and within a 36 metre radius. The wispy armour sits on top of normal armour with no hindrance and disappears once depleted.

Surgery

Range: Touch
Duration: 1 round per WIS
Save: Standard
Mana: 20
This spell allows the caster to perform surgery via a form of telekinesis and not require any intrusive cutting open of the skin. As part of the spell he can see inside the body and will be aware of everything within. However he will be so focussed on this as to be oblivious to what is going on around him. Because the patient's body is never opened there is no risk of post-operative infection for elective surgery and no bleeding.

Surgical Removal

Range: Touch
Duration: 4 rounds per 5 WIS
Save: Standard
Mana: 20
This spell allows the caster to remove defective organs (or parts of organ) or large tumours from the subject's body via a form of teleportation. It also allows him to remove damaged or dysfunctional body parts (even liposuction). Because the patient's body is never opened there is no risk of post-operative infection for elective surgery and no bleeding.

Tranquillity

Range: Touch
Duration: 4 rounds per 5 WIS
Save: None
Mana: 10
This removes any pain from an injured or diseased person.

 

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