SMV
Bless
Casting Time
1 round 
Range
Touch 
Materials
Holy Symbol, holy oil 
After the cleric touches a creature, it gains a +1 bonus to its next saving throw or stat check (strength, dex, etc.). The bonus must be used on the next save or check. The bonus increases to +2 if cast in the presence of the gods (a consecrated ground or temple), and +3 if holy oil is used in the casting. Both of these conditions increase the casting time by an additional round, and the use of holy oil, or an equivalent, is only effective from inside consecrated grounds.

The blessing lasts until used or until a number of days equal to the caster's level has elapsed. At the end of that time period, the power of the blessing drops by 1 for a similar number of days, repeating the process again. Only the strongest of multiple blessings has any effect.

At +1, the magic is dim, at +2 it is light, at +3 it is moderate.
Deities
All
 
 
SMV
Cure Light Wounds
Casting Time
1 hp / round 
Range
Touch 
This spell restores HP in one of three ways.
* If a creature is at 0hp or less, they are stabilized and can be brought to 1d4 hp.
* If a creature is at positive hp, they regain up to 1d8 hp
* If the target is missing less than 25% of their total HP, they may receive up to 2d8 points of healing.

This ability must be channeled in contact with the subject. No creature may benefit from this blessing more than once each sunrise, including from multiple casters, or from casters who were interrupted during their channel.
Deities
Martha
 
 
SMV
Detect Magic
Casting Time
Special 
Range
Special 
A cleric's ability to detect magic grows in strength as they do. At first level, they can only detect the most overwhelming of magics at the shortest range. The five levels of magical strength are: Dim, faint, moderate, strong, overwhelming. The five levels of detection are:

1) Detected when held in hand for 1 minute, or at a range of 5 feet by inspecting and feeling for 10 minutes
2) Automatically detected when held, or can be detected at a range of 5 feet by inspecting and feeling for 1 minute.
3) Automatically detected when within 5 feet of it, or at a range of 20 feet when searching for magic for 1 minute.
4) Automatically when within 20 feet of it, or at a range of 60 feet when searching for magic for 1 minute.
5) Automatically when within 60 feet of it, or at a range of 120 feet when searching for 1 minute.

The following is a table. The columns are labeled Dim -> Overwhelming.
Level 1: 0 0 0 0 1
Level 3: 0 0 0 1 2
Level 5: 0 0 1 2 3
Level 7: 0 1 1 2 4
Level 9: 1 1 2 3 4
Level 11: 1 1 2 3 5
Level 13: 1 1 2 4 5

Example: A 7th or 8th level cleric could detect Overwhelming magic at strength 4, strong magic at 2, faint and moderate at 1, and could not detect dim magic.

To detect magic, the cleric must either hold a magical object in their hands / be standing in a field, or to close their eyes, reach out with their senses and spirit feeling for the presence of magic. This practice can be interfered with by environmental effects like distractions, physical or magical walls, other magic in the area, or dulled senses. This interference may reduce the character's effective detection level across the board, or only for specific strengths of magic as the DM decides.

Example: A 9th level cleric is in a busy crowd of people who are jostling them around. Your DM may rule that this prevents your cleric from detecting Dim magic at all because the level of distraction would prevent them from noticing the small amount of magic, while overwhelming magic could still be detect at max range because while the crowds interference on a small scale can be quite jarring, the overall crowd flows like a calm sea which wouldn't interfere with something so grand. Similarly, the same cleric on the middle of a chaotic battlefield might be able to step back from the front line for a moment to detect something dim in their hands because they can safely take a knee and feel for details while overwhelming magic at maximum range might be too hard to discern over the chaotic mass.
Deities
All
 
 
SMV
Detect Poison
Casting Time
1 minute 
Range
Aura 
Materials
Holy Symbol 
By holding their holy symbol aloft upon a chain and setting it to swing, the cleric may detect the presence of poisons. The swinging holy symbol will come to a stop at the end of the round if a poison is present. This detection does not show the cleric where the poison is, or what the poison is, although a clever and patiant cleric can recast this blessing over and over again from different positions with different ranges to eventually find the source of a poison. This spell will detect poisons and venoms active in a system, mixed into food or drink, stored in vials, or stored in glands of venomous creatures.

If the cleric is disturbed during this casting, winds are high or gusty, or the poison leaves the range of the spell during the casting, the spell will fail and the holy symbol will continue to swing.
Deities
Astair Malkis Martha Mathis Nadinis Voraci
 
 
SMV
Purify Food and Drink
Casting Time
Channel 
Range
5 feet 
Materials
Holy Symbol 
When cast, this spell makes spoiled, rotten, or otherwise unsafe food and water pure and suitable for eating and drinking. Poisons are unaffected by this spell. Each round of channeling affects up to 1 cubic foot of food and drink. This bless does not prevent future spoilage or contamination.
Deities
Astair Martha
 
 
SMV
Putrefy Food and Drink
Casting Time
Channel 
Range
5 feet 
Materials
Holy Symbol 
When cast, this spell spoils up to 1 cubic foot of food and drink per round of channeling. Typically the onset time of any ill effects from consuming putrefied food and drink is 1d4 hours, although the DM will decide the exact nature and onset time based on the situation.
Deities
Malkis Voraci
 
 
SMV
Sleeping Touch
Casting Time
5 minutes 
Range
Touch 
Materials
Holy Symbol 
The cleric puts a willing creature into a restful sleep. An unwilling creature may make a saving throw at +4 to avoid the effects. The target of the blessing needs to be in contact with the cleric for the duration of the casting time.
Deities
Malkis Martha Nadinis
 
 
SMV
Stressor
Casting Time
Channel 
Range
Aura 
This spell works in conjunctions with preexisting stressors. To have any significant affect, the target of this spell must be currently under some active form of stress which can then be amplified. This may or may not result in any specific action. Common stressors include, but are not limited to: Sun intensity, temperatures, thirst, hunger, mosquito buzzing in ears, chafing of equipment, blisters, poor conversationalist, itching, bright light, injured leg or weak knee.

Amplifying a stress that is not particularly felt already has little effect. Amplifying a stress that is already significantly present may cause behavioral changes. A guard on a hot day who had lost their waterskin may, after some time of their thirst being amplified, leave their post to get something to drink. Someone near a swamp's edge may suddenly find the presence of mosquitos too frustrating and back off from the water's edge. Someone in the middle of a frustrating conversation or who is dealing with a difficult patron may be further agitated by this spell, where as someone fuming about an interaction they had earlier in the day wouldn't have their frustrations amplified.

To channel this spell the cleric must observe their subject and make small, subtle, gesticulations to enhance the spell. Whenever the line of sight is broken or the gestures stop, the effect abates. A superstitious and stressed individual who sees a cleric of Malkis staring at them might intrinsically fault the cleric for their woes."
Deities
Malkis
 
 
SMV
Treat Wounds
Casting Time
1 hp / turn 
Range
Touch 
Materials
Holy Symbol 
This spell restores HP in one of two ways.
* If a creature is at 0hp or less, they are stabilized and can be brought to 1 hp.
* If a creature is at positive hp, they regain up to 1d4 hp

This ability must be channeled in contact with the subject. No creature may benefit from this blessing more than once each sunrise, including from multiple casters, or from casters who were interrupted during their channel.
Deities
All
 
 
 
SMV
Chant of Death
Casting Time
Channel 
Range
Aura 
Materials
Holy Symbol 
All creatures within the cleric's aura lose -1 on all saving throws.
Deities
Malkis
 
 
SMV
Chant of Peace
Casting Time
Channel 
Range
Aura 
Materials
Holy Symbol 
All creatures within the cleric's aura lose -1 to hit on all physical attacks.
Deities
Malkis Martha
 
 
SMV
Chant of Protection
Casting Time
Channel 
Range
Aura 
Materials
Holy Symbol 
All creatures within the clerics aura gain +1 temporary HP.

Lost temporary HP is restored upon start of the cleric's turn. Characters who move within range on their turn gain temporary HP. Those who have lost their temporary hp (by damage or moving away) cannot regain it until the start of the cleric's next turn. The cleric does not need line of sight or sound to their adjacent allies, so long as they can successfully chant. This chant does affect the cleric.
Deities
Martha
 
 
SMV
Song of Rage
Casting Time
Channel 
Range
5 feet 
Allies adjacent to the cleric gain +1 to hit on melee or thrown attacks. This chant does not affect the cleric.
Deities
Malkis Nadinis Tempos
 
 
SMV
Song of Refuge
Casting Time
Channel 
Range
5 feet 
Materials
Holy Symbol 
Allies adjacent to the cleric gain +1 AC. This chant does not affect the cleric.
Deities
Martha
 
 
SMV
Cursed Totem
Casting Time
1 day 
Range
Touch 
Materials
Holy Symbol, incense, and a hair, nail or other part of the target creature 
This totem imposes a -1 on all d20 rolls for as long as it is possessed by the target it was made for. Possession by anyone else has no ill effect, and will end the power of the totem after a number of days equal to caster level. During creation, a 2nd totem can be made and kept sacred in order to keep the victim's totem enchanted. This second totem is a mirror image of the first.

The totem may look like almost anything, but must contain skin, nail, hair, or some other part of its intended target on or in it. A small doll, a figurine of a god, a 'good-luck' charm, or other such totem is ideal. Since the totem must be made by the caster, cursed totems in the shape of weapons or armor is exceedingly difficult to make, and the process often damages or destroys the essence of the target.

Possession is part daily exposure, part acceptance of the totem as part of your world. A totem in the shape of a doll kept in a frequented room of the target's house is sufficient to apply the curse all day. If the target left town for a few days, they'd lose the curse until they returned home.

A Cursed Totem lasts for as many days as the cleric who created it has levels. This time can be extended by proper devotion and care of the mirrored totem made.
Deities
Malkis
Consecration 
 
SMV
Fertility Totem
Casting Time
1 day 
Range
Touch 
Materials
Holy Symbol, Oil, and Incense 
The cleric consecrates a small statue of the goddess, which increases the chances of conception when the totem is nearby. The cleric can also create the inverse, an Infertility Totem, that prevents conception. Most often these totems look like statues of The Great Mother, but also often look like images of important matriarchs of the family who commissioned them, leading queens or clerics, or powerful women of history. A totem could be made in the shape of a man, a bunny, a bird, or other form, but it is known that maternally shaped fertility totems tend to keep better and tend to be more regularly attended to.

A Fertility Totem lasts for as many days as the cleric who created it has levels. This time can be extended by proper devotion and care.
Deities
Martha
Consecration 
 
SMV
Blessing of Refuge
Casting Time
Range
Aura 
Materials
Holy Symbol 
For up to 10 minutes, if the subject of this blessing is fleeing they gain a +1 to AC and do not suffer AC penalties for back or flanking attacks for as long as they are fleeing. Subjects of this spell lose it if they take any action other than escaping, including but not limited to spell casting (all spells), attacking, slowing down to wait for others, etc.

The cleric needs to have line of sight to the creature being blessed and direct the protection by pointing at them. Once cast, the cleric no longer needs to see or point at them.
Deities
Astair Martha Nadinis
 
 
SMV
Create Water
Casting Time
Channel 
Range
Touch 
Materials
Holy Symbol, a water vessel 
The cleric blesses a vessel that will spill endless clean water as long as the caster channels and touches the vessel. Must be filled with clean water to start, and flows up to a rate of up to half a gallon per minute, vessel size permitting.
Deities
Martha Nadinis
 
 
 
SMV
Dust Devil
Casting Time
Channel 
Range
Aura 
Materials
Holy Symbol 
The cleric calls forth into being a weak air elemental. The dust devil has the following stats: AC 16, 2 HD, MV 180 feet per round. The elemental can be hit by normal weapons and is affected by normal spells. If destroyed, the spirit cannot be summon again for 1 week. Maintaining the elemental takes concentration and gesticulation with one hand. The cleric may walk at a normal pace, may lift objects with their free hand, and may open doors while maintaining concentration, but may not make weapon attacks, lift heavy things, struggle against heavy or stuck doors, or take any action that might disrupt their focus.

Winds produced are sufficient to put out torches, small campfires, exposed lanterns, and other small, open flames of nonmagical origin if the dust devil passes over them. Papers, straw, leaves, dust, sand, ash, and small debris are picked up and scattered in a 5 foot radius. Gaseous creatures or clouds may be held at bay or pushed back, although they cannot be damaged or destroyed by the dust devil.

The dust devil appears as a small whirlwind 1 foot in diameter at its base, 5 feet tall, and 3 to 4 feet across at the top, although unless it picks up dust, sand, papers, or other objects, the air itself hardly more visible than normal air. It moves as directed by the cleric as long as it stays within the range. If for any reason it leaves the range, it dissipates.
Deities
Malkis Nadinis Voraci
 
 
SMV
Identify Poison
Casting Time
10 minutes 
Range
Touch 
Materials
Holy Symbol, consecrated alter or shrine 
To cast this spell, a cleric needs a consecrated shrine or alter, their holy symbol, and a sample of poison. The sample may be in a concentrated form, or may be diluted in a drink, could be present within a venomous creature, or even in a poisoned person. So long as no more than one poison is present at a time, the cleric will learn the nature of the poison upon completion of this spell. They learn its onset time, its effects, its potential damage range, any associated saves, and the amount of poison present.

For example, a cleric with a vial of powder may learn that the vial contains 3 doses of type Z poison, with an onset time of 20 minutes, that deals 20 damage on a failed poison save, or 10 damage on a passed poison save.
Deities
Astair Malkis Nadinis Tempos
 
 
SMV
Martyr
Casting Time
Range
Touch 
By touching a wound an another creature the cleric takes the wound onto themselves. The creature's wound is healed, and the cleric's body opens up in the same pace. The process by which the caster absorbs another's wound increases the severity of the wound by 25% rounded up. The effect is accompanied by a soft blue light.

Damage the cleric sustains by this blessing should be marked separately, and can only be healed by mundane means (no cure light wounds, no healing potions, etc.).

Example: A cleric's bodyguard has sustained many blows protecting the cleric from monsters. Once at 20hp, they are now only at 2. The cleric, with 11 hp, decides to Martyr themselves on behalf of their protector, transferring 8hp worth of wounds to themselves. 2 additional hp is incurred in the process, bringing the total damage to 10. The bodyguard now has 10hp / 20hp, and the cleric now has 1hp / 11hp with the rest of their hp being reserved for natural healing.
Deities
Martha
 
 
SMV
Shortcuts
Casting Time
Range
Touch 
The target of this blessing gains advantage on their next intended action that involves rolling a d20 or d100 and fully happens in the next 10 minutes. A natural result of 10 or less on a d20, or 50 or less on a d100, (25% chance) is a critical failure and has negative consequences. Shortcuts (this ability) are only available when there is something that could go wrong that one might normally avoid. Therefore, this ability has no effect when used in a situation in which there are no significant negative consequences that could follow.

If used to boost someone's combat roll, failure could mean an opportunity attack by all adjacent enemies, a broken bowstring, a ranged attack aiming for a nearby ally instead (new attack roll), being knocked prone and ending turn, etc. DM's decision.

If used for someone making a skill check, perhaps they break the thing they were working, damage it, get the wrong result, annoy someone they were trying to impress, etc.
Deities
Malkis
 
 
SMV
Chant of Temperance
Casting Time
Channel 
Range
Aura 
Materials
Holy Symbol 
This chant creates an aura of insulation against extreme temperatures and environmental effects. All within the aura feel temperatures between 30 F (-1 C) and 110 F (43 C) as if they were 70 F (21). Temperatures outside this range alter the felt temperature degree for degree - e.g. 130 F is felt like 90 F.

Gentle rain, wind, and snow rolls off the aura as if it were a glass shield. Heavy rain, wind, snow, or hail breaks the aura. Grey areas make maintaining the chant harder, slowing the movement rate of the chanter. If in doubt, make a con check with appropriate penalties or bonuses.
Deities
Astair Martha Nadinis
 
 
SMV
Guarding Hymn
Casting Time
Channel 
Range
Aura 
Materials
Holy Symbol 
Target creature gains 2 temporary HP for as long as the chant continues.

Lost temporary HP is restored upon start of the cleric's turn. The target must remain within line of sight and sound of the cleric, although they need not hear to cleric. Thus an unconscious person could be guarded, but someone underwater could not.

A cleric may target themselves with this chant.
Deities
Malkis Martha Voraci
 
 
SMV
Monster Bash
Casting Time
Channel 
Range
Aura 
Materials
Holy Symbol 
When this chant is in effect, any living enemy hit by the cleric must make a strength check. Those that fail are pushed back 5 feet. If there is nowhere to go, they fall prone. If backed against a cliff, they can make a saving throw against death magic to fall prone instead. The forced movement of this spell only affects living creatures. Undead, constructs, and simple objects are unaffected.

Oozes, slimes, molds, jellies, and other creatures that cannot be knocked prone may not be affected by this spell at the DM's discretion. Creatures with more than 2 legs gain a +4 bonus on their strength check. Especially large or long creatures may only be affected in the location struck. A dragon whose leg is blocking a doorway is unlikely to have their whole being moved 5 feet, but if struck on the leg, it might be moved back from the doorway enough to allow the party to slip through.


At 9th level, the cleric can choose to have this chant affect another creature who is within their aura, line of sight, and who can hear them.
Deities
Astair Malkis Nadinis
 
 
SMV
Songs of March
Casting Time
Channel 
Range
Aura 
The cleric has many marching songs at their disposal, and can recite them when walking. All within their aura that join in the song gain the effect of the chant. These songs are all simple and easy to pick up, even by those who have never heard them before. Participation, not skill, is required to receive this blessing. Animals, the mute, and all others unable to sing along gain no benefit from this chant. Those receiving this blessing gain an additional 1/6th movement speed. For movement speed 12 creatures, this is another 4 miles in a full day of travel. For movement speed 6 creatures, this is another 2 miles.

Clerics employing this chant will often find that they are catching up to others on the road, creating blobs of people moving with the cleric and their party. Similarly, it's not rare to be walking along the road and have a cleric of Malkis catch up to you and boost your movement speed for part of the day.

The cleric must be moving under their own power for this chant to have any effects.
Deities
Malkis
 
 
SMV
Spare the Dying
Casting Time
Channel 
Range
Aura 
Materials
Holy Symbol 
A single target that you can see stops all bleeding for as long as this chant continues. At 7th level two creatures can be affected. At 11th level, 3 creatures.
Deities
Martha Tempos Voraci
 
 
 
SMV
Spirit Guide
Casting Time
Range
Self 
The cleric creates a minor spirit that sheds soft yellow light in a 15' radius. It can move up to 3 times the caster's aura to a place the caster can point and see. The sprite is very small and vulnerable, has AC 18, and is destroyed by any damage or rough contact. If destroyed, the spirit cannot be summon again for 1 week.

The spirit cannot communicate information, carry objects, move objects, nor dismiss its light without being dismissed itself. It is stopped by a sheer curtain and a strong breeze. The spirit can be housed inside a lantern to protect it from wind if so desired. (Lantern not included)
Deities
Martha
 
 
SMV
Stumbling Strike
Casting Time
Channel 
Range
Aura 
Materials
Holy Symbol 
When this chant is in effect, any enemy hit by the cleric must making a saving throw vs. spell. Those that fail have their speed reduced by half for their next turn.

At 9th level, the cleric can choose to have this chant affect another creature who is within their aura, line of sight, and who can hear them.
Deities
Malkis Tempos Voraci
 
 
SMV
Consecrate Ground
Casting Time
4 hours 
Range
Touch 
Materials
Holy Symbol, holy water, and incense.  
As the cleric blesses an area with their symbol, an ointment, and their divine words, it takes on holy properties. Each casting of consecrated ground covers a 10' x 10' area, but the effects will not take place until a whole "room" has been consecrated. A large room will take many castings to complete. For example, a 30' x 30' room would take 9 days and require 9 times the amount of anointment. Once a room has been consecrated, three major effects take place.

Any creature within the area receives a +1 bonus to AC and saving throws.

The second effect is to repel undead. Mindless undead will naturally avoid the area, as will bound undead not specifically told to enter it. Those that do enter the consecrated grounds suffer 1 point of damage per round. If consecrated by a 5th level cleric, undead take 2 damage. 7th and 9th level clerics increase this damage to 3 and 4 respectively.

The last major effect is to act as a barrier on the ethereal plane, strictly preventing ethereally shifted creatures from traveling through the ground. Typically when a building is consecrated, the walls are as well, making them impassible by ethereal creatures, even if the walls are only made of wood.

Individual or temporary altars, shrines, prayer mats, and other devices may be consecrated for the purposes of spell requirements with a single 2 hour casting; however, their ephemeral nature does not hold enough weight to gain the above benefits. Thus a cleric in the wilds may create and consecrate a shrine in order to prepare wards, potions, or as a space needed for spell casting - yet this shrine will not provide defensive bonuses, deter undead, or block ethereal movement.
Deities
All
Consecration 
 
SMV
Restful Dead
Casting Time
10 minutes 
Range
Touch 
Materials
Holy Symbol, gravestone, holy water, chalk 
The cleric consecrates a headstone to be placed over a grave. This stone protects the body below from magic that would disturb the dead (e.g. animate dead type spells). If the stone is removed or damaged, the protections are lost.
Deities
All
Consecration 
 
SMV
Slow Poison
Casting Time
1 minute 
Range
Touch 
Materials
Holy Symbol, holy oil 
A cleric may suspend the onset time of any poison affecting a creature or character through the use of this ward. The ward takes 1 hour to prepare, requiring a consecrated shrine, a strip of vellum painted with the symbol of their deity, and holy oil. If materials are available, they typically do not run more than 10gp per ward. Multiple wards may be prepared at once, adding only 10 minutes of time for each additional ward. Once prepared, the ward remains viable until used, damaged, dirtied, wetted, or otherwise disrupted. Storing them in a cool, dry, and sturdy box is recommended.

A prepared ward may be placed upon the forehead of a creature with a drop of oil and the appropriate prayer. A calm and relaxed creature thusly warded will remain unaffected by poisons for as long as the ward remains affixed to them by the oil. Should the creature's heart rate start to climb through activity, excitement, or other reasons, they must pass a constitution check each round or the ward will disintegrate.
Deities
Martha Nadinis Tempos Voraci
 
 
SMV
Tripline Ward
Casting Time
5 min + 1 min / 5 feet 
Range
Touch 
Materials
Holy Symbol, string, object to be enchanted 
A cleric enchants a normal object - a length of vine, a stick, a pole, a rope, or a similar object - by tying little loops of string around it every 5 feet. Once enchanted, the warded object is 80% undetectable to anyone who did not witness the ward's creation and will rise slightly off the ground or floor it is resting on to trip most creatures crossing it. The whole length of the ward is destroyed once activated.

Any creature crossing the ward must succeed on a saving throw vs. spell. Those walking simply fall to the ground, while quickly moving creatures are stunned until their next turn. Very large or strong creatures, such as elephants, automatically pass their saves. Those who pass their saves are aware of the ward and its effect, but not hampered by it.

Any creature who is aware of the ward can pick it up, breaking the magic, but leaving the length un-damaged. This allows for the same prepared object to be reused, reducing the casting time to 5 minutes.

Example: A cleric may lay out a 50' rope around their camp and ward it with this spell. It will take 10 minutes to prepare the ward, and 5 minutes to cast. Anyone attempting to enter or exit the camp will trigger the ward. If by morning nobody has triggered it, the cleric may pick up the rope and use it for the next night.
Deities
Astair Malkis Tempos
 
 
SMV
Blessed Reflexes
Casting Time
Range
Aura 
Materials
Holy Symbol 
The blessed creature may counter attack any creatures who successfully strikes them within the next round, provided they are able to do so. Each counter attack uses an opportunity attack and is subject to all the normal opportunity attack rules (1 per opponent, within range, etc.).

A grapple or shove counts as a successful strike as long as it makes contact with the blessed creature.

Example. Tomlin the Wry is a 1st level fighter with 3 available opportunity attacks and has received Blessed Reflexes. They are then attacked by 2 goblins in melee. One misses, the other hits. Tomlin uses an opportunity attack against the goblin that struck them. Next, a goblin tries to tackle Tomlin - this action already provokes an opportunity attack under the normal rules, which Tomlin takes. Finally, a goblin uses their shield to shove Tomlin backwards, succeeding on the strike, but failing their strength check. Tomlin may use their last opportunity attack on this goblin.
Deities
Malkis Martha Tempos
 
 
SMV
Feign Death
Casting Time
1 Round 
Range
Touch 
Materials
Holy Symbol, Holy Oil 
A willing subject is placed in a catatonic state all but identical to death. Their heart rate slows to almost nothing, their breathing comes to a standstill, their fluids barely flow, and their body begins to cool. In this state, they are unaware of their surroundings, the passage of time, the need for water, food, or air. Damage or injury creates a saving throw vs spell by the target to keep the spell intact, but poisons and toxins are suspended for the duration of the spell.

The spell ends when any cleric capable of casting this spell touches the body to end the spell, or after 1 hour per level of the caster has passed.
Deities
Malkis Nadinis Tempos Voraci
 
 
SMV
Remove Curse
Casting Time
1d4 hours 
Range
Touch 
Materials
Holy Symbol, Consecreated alter, holy water or oil 
By this blessing, the cleric is usually able to remove a curse on an object, on a person, or in the form of some undesired sending or evil presence. Note that the remove curse spell does not remove the curse from a cursed shield, weapon, or suit of armor, for example, although the spell typically enables the person afflicted with any such cursed item to get rid of it. Certain special curses may not be countered by this spell, or may be countered only by a caster of a certain level or more.

A caster of 12th level or more can cure lycanthropy with this spell by casting it on the animal form. The were-creature receives a saving throw vs. spell based on their default stats - success indicates they have resisted Remove Cuse, failure indicates their curse has been removed. If remove curse is resisted, the cleric may not attempt to remove the curse on the same creature until they advance in level. The more powerful the cursed creature, the harder it is to remove the curse.
Deities
All
 
 
 
SMV
Resist Poison
Casting Time
1 minute 
Range
Touch 
Materials
Holy Symbol 
First the cleric places a hand over the heart of the subject, then they intone the divine words, and finally they kiss the site of poisoning. Upon completion, the cleric induces the subject to purge themselves, thereby reducing the effects of poisons in the system. The affected character purges both their stomach and bowels moments after receiving the kiss, and is incapacitated until the end of the subsequent round - during which time they purge and recover.

The subject of this spell reduces the damage and penalties by half of any poison affecting them. The cleric decides how to round odd numbers. The reduction cannot fully eliminate any ill effects, nor reverse effects already felt (damage cannot be healed by this spell). Some effects are difficult to reduce by half, like sleeping, but your DM will make appropriate judgements.

Example 1: A poison that will deal 15 damage on a failed save, and 0 damage on passed save will now deal 7 on failed save, and 0 on a passed.

Example 2: A poison that lasts for 6 hours and halves the victim's strength will instead reduce the victim's strength by 25% while still lasting 6 hours.
Deities
Astair Malkis Martha
 
 
SMV
Risky Strike
Casting Time
Range
Aura 
Materials
Holy Symbol 
A creature may take an attack of opportunity against a target within range that the cleric directs them too. The attacked creature may then make an opportunity attack against the target of this spell if it is able to do so. This blessing does not grant movement, extra actions, or in any way be considered an extra turn for the affected creature.
Deities
Malkis Nadinis Voraci
 
 
SMV
Sigil of Protection
Casting Time
1 minute 
Range
Touch 
Materials
Oil or Ash 
You have a pool of temporary HP equal to twice your level that can be bestowed upon creatures within range. No creature may have more temporary HP than your cleric level from you at one time. All temporary HP is lost, and the pool refilled, at sunrise or moonrise depending on the caster.

To receive this blessing, the cleric must draw their holy symbol upon the recipient with oil (sunrise gods) or ash (sunset gods). Oil nor ash needs be holy.

Refill at sunrise: Martha, Astair, Tempos
Refill at moonrise: Voraci, Malkis, Nadinis

Moonrise during a full moon: Sundown
Moonrise during a new moon: Sunup
Moonrise 1 week after a new moon / 1 week before a full moon: Mid day
Moonrise 1 week after a full moon / 1 week before a new moon: Mid night

All normal temporary HP rules apply - only one source of temporary HP can be in effect at once. A character who receives a Sigil of Protection from two clerics is only affected by one.
Deities
All
 
 
SMV
Successive Strike
Casting Time
Range
Aura 
Materials
Holy Symbol 
A creature who succeeded on their last melee attack within the last round may immediately use an opportunity attack on a single creature of their choice within range. This blessing does not grant movement, extra actions, allow the subject to change weapons, or in any way be considered an extra turn for the affected creature.

A creature who made 3 attacks on their turn, missed the first two, but succeeded on the last one, may be targeted by this spell. Similarly, a character who missed all their attacks on their turn, but succeeded on an opportunity attack between then and the casting of this spell, may also be subject to it - provided they have at least on AoO remaining.
Deities
Astair Martha Tempos Voraci
 
 
SMV
Surge of Refuge
Casting Time
Channel 
Range
Aura 
Materials
Holy Symbol 
You may end this chant when someone is hit with an attack, granting them +2 AC against that attack and potentially causing the attack to miss, or to not result in a critical hit.
Deities
Astair Martha Tempos
 
 
SMV
Surge of Steel
Casting Time
Channel 
Range
Aura 
Materials
Holy Symbol 
You may end this chant when someone withing range is hit with an attack, causing that attack to deal an extra 1d4 damage. If the attack was a critical hit, this 1d4 becomes 2d4. At 9th level the damage increases to 1d6/2d6, and at 13th level it becomes 1d8/2d8.
Deities
Malkis Nadinis Voraci
 
 
SMV
Break Bread
Casting Time
Channel 
Range
Touch 
The cleric breaks a loaf of bread in half, but the original loaf remains whole. The bread will nourish as normal bread to those who pay thanks, praise, worship, pray to, or otherwise commune with the deity. Those who do not will not be nourished or satiated and remain hungry.
Deities
Martha
 
 
SMV
Freedom of Movement
Casting Time
Range
Aura 
By this miracle, the cleric frees a creature from any magical or mundane effect that restricts their movement. Ropes loosen, manacles unlock, hold spells fizzle, paralysis ends, etc. Creatures underwater may walk on the ground and wield melee weapons as normal and without penalties, but swimming and missile weapons (including thrown) are unaffected by this spell, as is a creature's ability to breath underwater.

For as long as the caster maintains focus on the spell (to the exclusion of other casting / chanting, but not movement, combat, or speech), any effect that might impede the target's movement will fail.

This miracle will not open a locked door, nor does it impart the ability to burrow underground or pass through earth and stone. A character under the effects of this spell who is buried in a landslide is still buried - although a character who is half buried should be able to wriggle free.
Deities
Malkis
 
 
SMV
Restore Senses
Casting Time
10 minutes 
Range
Touch 
Materials
Holy Symbol, Oil 
Restores a lost sense: vision, hearing, smell, touch, taste unless that sense is lost because its organ has been removed. Oil must be applied around the affected organs.
Deities
Martha
 
 
 
SMV
Water to Wine
Casting Time
Channel 
Range
Touch 
The cleric touches a body of water which then becomes red wine at a rate of 1 cubic foot per round. The effect flows out from the place the cleric touches. The water to be transformed need not have been clear, clean, pure, or even remotely drinkable, but after this miracle it is. Dirty river water, puddles, sea water, or even urine can be made into very drinkable red wine. The transformation is permanent.
Deities
Malkis
 
 
SMV
Corpse Ward
Casting Time
1 hour 
Range
Touch 
Materials
Holy symbol, paper, royal jelly, drop of cleric's blood 
Preparing this ward takes an hour of working royal jelly and a drop of the cleric's blood into a paper seal. Once created, the ward is considered a consecration for purposes of how long it may last before its magic fades - thus a cleric who thinks they may have need of many wards in the near future can prepare themselves ahead of time.

When a Corpse Ward is placed upon a body before rot has set in, and the final words of blessing are said, the body will cease decomposition until the ward is removed, destroyed, or one year per cleric level has elapsed. Only one ward may be placed on a body, and it must be placed over the creature's heart. Creatures with more than one heart need more than one ward. More wards than necessary interfere with one another, and each ward must pass a saving throw vs. disintegration or fail.

Under normal conditions, a body will begin to rot after 48 hours. Cold and dry conditions can extend this duration, while hot and humid conditions may vastly shrink it. A body thrown into a warm swamp may begin to rot within a few hours, while a body left to sit in the frozen tundra may freeze solid before rot can set in. Similarly, a body that has suffered greater damage (missing limbs, large gashes, etc.) may rot sooner.
Deities
Astair Martha Voraci
Consecration