Level
9th
Casting Time
1 Special
Range/Area
120 ft. (*)
Components
V, S, M *
Duration
Special
School
Divination
Attack/Save
None
Damage/Effect

Invoke the power of your Deity, burning your action in combat on consecutive turns while falling into a prayer. During this prayer, you are unable to take reactions, bonus actions, your movement speed is halved, and you gain +2 to ac as divine magic swirls around You. You may target allies out of sight, only if you know their name. You may Pray out of combat as well, however this can ONLY target allies, and ignores the name restriction. Undead or constructs may not benefit from upsides of this prayer. Players that reach level 20, and are champions of their deity, receive this spell after an intense trial from said deity, with the restriction of casting it once daily. They are granted the spell slot, but it is restricted to this spell alone.

ANY casting of this prayer, regardless of duration, puts immense strain on the caster's body. Praying in combat gives the caster one point of exhaustion, 

During combat: You must choose a target within 120 feet upon invoking this prayer. If the target is an ally, you may chose any number of allies inside the radius of the spell. You may target yourself with this prayer, but falling unconscious will end the prayer. Casting this spell in combat does not consume the idol. Casting this spell like this makes you unable to use it again for 1d6 + 4 hours.

Allies: For every turn spent channeling, you may provide 1d10 healing to all targets, or 2d20 healing to be spread evenly among all targets. Healing will take effect upon the turn used to burn the action. If healing goes over the target's hit point maximum, you may provide any extra as Temporary hit points, up to 20% of the recipient's health. EX: a 200 health character would receive 40 temporary hit points, and no healing will be spread to those that have already reached this maximum. You can maintain this prayer for up to 20 rounds. Allies that fall unconscious from damage while effected by the prayer are Immediately stabilized, but do not wake up.

Enemy: You choose one enemy within range. They must not have ideals or goals parallel with your deity, or the Prayer fails and the spell slot is burned. For every turn spent in prayer, the target will take 1d20 damage relevant to their deity, or 1d12 true damage, at the caster's choice. This damage is only applied at the end of the prayer, not at the turn used for the prayer. If the target leaves range of the spell, the prayer ends the moment they would leave, and all damage is calculated as if the spell had ended the round previous. If cast at an enemy, the prayer will only last up to 10 rounds, at which the divine energy swirling around the caster will flash, going through any barriers, walls, or other impediments to strike the target. Otherwise, you must make a ranged spell attack to hit your intended target, with advantage if you've channeled for five rounds or more.

Out of combat: In order to cast this way, there must be a designated place of worship to your deity, and at least fifteen believers joining you in prayer. You may choose any number of targets out to 1000 feet. Time spent channeling this prayer adds another effect. When cast this way, you may designate an area akin to an entire town without knowing names or locations of those inside, though the area must include the current praying site. Casting this spell out of combat consumes the idol.

Additional effects: 

1st hour: The spell halts the progress of any diseases, poisons, or curses on those targeted.

3rd hour: All creatures targeted receive 5 temporary hit points, or 10 if their faith resides in your deity.

5th hour: Any targeted warriors within the area receive Bear's Endurance of the enhance ability spell, until the end of the current day.

7th hour: All creatures effected by disguise self, or those that naturally have a shapeshifting ability have their name given to solely the caster, as well as their current looks.

10th hour: Lesser Restoration is cast on all sick or diseased that were targeted, prioritizing diseases before poisons.

15th hour: for good aligned deities, any targeted demons, fiends, undead, or evil creatures will be known to the caster. for evil aligned deities, any Angelic, outsider, planar, or good creatures will be known.

24th hour: Remove curse and Greater Restoration is cast on all targets within the area, in that order. The Prayer ends immediately after this, and the caster takes four additional points of exhaustion for a total of five. The caster will never receive a sixth point of exhaustion for casting the spell, even if they have previous exhaustion when starting. The caster also loses the ability to cast spells for 1d4 - 1 days, with a minimum of one day. This spell can not be cast like this again for 1d4 weeks, but can be cast in combat.

* - (An item granted to you as champion of your deity and one 2,000 GP jeweled idol of your deity that the spell consumes)

Available For: Cleric (Legacy) Sorcerer (Legacy) - Divine Soul Warlock (Legacy) - The Fiend (Legacy) Warlock (Legacy) - The Celestial (Legacy) Wizard (Legacy) - School of Divination (Legacy)

Psyony

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