Sacred
Sacred Bolt
2 Magan: Obliterate Sacred | Fast
| Reach | Close | Scale | Personal |
| Duration | Instantaneous | Concentration | No |
| Components | F, S, V | Damage | ATD + MTD sacred |
| Resistance | Agility |
Cost: (1 + 1 + 0) x 1 = 2.
You hurl a bolt of sacred energy at a creature within 30 feet. The target makes an Agility trial; on failure, it takes full sacred damage.
Sacred Burst
5 Magan: Obliterate Sacred | Moderate
| Reach | Distant | Scale | Large |
| Duration | Instantaneous | Concentration | No |
| Components | F, S, V | Damage | ATD + MTD sacred |
| Resistance | Agility |
Cost: (1 + 2 + 2) x 1 = 5.
You release a detonation of sacred energy at a point within 100 feet, engulfing a large area (up to 15 x 15 ft). Each creature in the area makes an Agility trial; on failure, it takes full sacred damage.
Branding Bolt
4 Magan: Obliterate Sacred | Moderate
| Reach | Close | Scale | Personal |
| Duration | Instantaneous | Concentration | No |
| Components | F, S, V | Damage | ATD + MTD sacred |
| Resistance | Agility | Effects | 2 (damage + Attrition) |
Cost: (1 + 1 + 0) x 1 x 1 x 2 = 4.
You hurl a bolt of searing sacred energy that brands the target on impact. The target makes an Agility trial; on failure, it takes full sacred damage and gains Attrition (Searing). The Attrition instance deals damage equal to the caster's attribute tier at the end of the target's next turn, then expires.
Mend
1 Magan: Transmute Sacred | Fast
| Reach | Touch | Scale | Personal |
| Duration | Instantaneous | Concentration | No |
| Components | F, S, V | Effect | Healing (ATD + MTD) |
| Resistance | N/A (ally) |
Cost: (1 + 0 + 0) x 1 = 1.
You touch a creature and channel sacred energy through its wounds. The creature recovers health equal to your ATD + MTD. The healing is permanent. As an instantaneous spell, Mend heals damage taken this round.
Make Whole
Variable Magan: Transmute Sacred | Variable
| Reach | Touch | Scale | Personal |
| Duration | Instantaneous | Concentration | No |
| Components | F, S, V | Effect | Restore Trauma (any) |
| Resistance | N/A (ally) |
Cost: (1 + 0 + 0) × Damage Age × Trauma Tier. See Magic Mastery, Restoring Traumas.
You touch a creature and channel sacred energy into what was taken from it. One Trauma is restored. The restoration is permanent.
Cleanse
1 Magan: Transmute Sacred | Fast
| Reach | Touch | Scale | Personal |
| Duration | Instantaneous | Concentration | No |
| Components | F, S, V | Effect | Reduce Tainted by 1 tier |
| Resistance | N/A (ally) |
Cost: (1 + 0 + 0) x 1 = 1.
You touch a creature and transmute the corruption from its body, urging it toward its natural, healthy state. Reduce Tainted by 1 tier.
Bolster
3 Magan: Enchant Sacred | Fast
| Reach | Touch | Scale | Personal |
| Duration | Short | Concentration | Yes |
| Components | F, S, V | Condition | Invigorated T1 |
| Resistance | N/A (ally) |
Cost: (1 + 0 + 0) x 3 x 1 = 3.
You touch a creature and fill it with sacred vitality for the encounter. The target advances Invigorated by 1 tier.
Inspire
3 Magan: Enchant Sacred | Fast
| Reach | Touch | Scale | Personal |
| Duration | Short | Concentration | Yes |
| Components | F, S, V | Condition | Inspired T1 |
| Resistance | N/A (ally) |
Cost: (1 + 0 + 0) x 3 x 1 = 3.
You touch a creature and kindle conviction within it for the encounter. The target advances Inspired by 1 tier.
Grant Clarity
3 Magan: Enchant Sacred | Fast
| Reach | Touch | Scale | Personal |
| Duration | Short | Concentration | Yes |
| Components | F, S, V | Condition | Clarity T1 |
| Resistance | N/A (ally) |
Cost: (1 + 0 + 0) x 3 x 1 = 3.
You touch a creature and grant it sacred focus for the encounter. The target advances Clarity by 1 tier.
Overawe
6 Magan: Enchant Sacred | Moderate
| Reach | Close | Scale | Personal |
| Duration | Short | Concentration | Yes |
| Components | F, S, V | Condition | Demoralized T1 |
| Resistance | Wisdom |
Cost: (1 + 1 + 0) x 3 x 1 = 6.
You project an overwhelming sacred presence at a creature within 30 feet for the encounter. The target makes a Wisdom trial; on failure, it advances Demoralized by 1 tier.
Sacred Shroud
3 Magan: Enchant Sacred | Fast
| Reach | Self | Scale | Personal |
| Duration | Short | Concentration | Yes |
| Components | F, S, V | Damage | Mastery Level sacred (aura) |
| Resistance | N/A (self) |
Cost: (1 + 0 + 0) x 3 = 3.
You wreathe yourself in sacred energy for the encounter. Creatures that strike you in melee take sacred damage equal to your mastery level in Sacred.
Beckon Asura
6 Magan: Enchant Sacred | Moderate
| Reach | Close | Scale | Personal |
| Duration | Short | Concentration | Yes |
| Components | F, S, V | Condition | Charmed T1 |
| Resistance | Wisdom |
Cost: (1 + 1 + 0) x 3 x 1 = 6.
You reach through the sacred form to charm a sacred-connected creature within 30 feet for the encounter. The target makes a Wisdom trial; on failure, it advances Charmed by 1 tier.
Sacred Ward
3 Magan: Preservate Sacred | Fast
| Reach | Touch | Scale | Personal |
| Duration | Short | Concentration | Yes |
| Components | F, S, V | Effect | Protection vs sacred damage |
| Resistance | N/A (ally) |
Cost: (1 + 0 + 0) x 3 = 3.
You touch a creature and ward it against sacred damage for the encounter. The ward produces a durability pool: Mastery Level × 5 × 3 (duration multiplier). When the pool is depleted, the spell ends.
Sense Life
3 Magan: Divine Sacred | Fast
| Reach | Self | Scale | Personal |
| Duration | Short | Concentration | Yes |
| Components | F, S, V | Effect | Detection (living creatures) |
| Resistance | N/A (self) |
Cost: (1 + 0 + 0) x 3 = 3.
You attune your senses to the presence of life for the encounter. You perceive living creatures within range.
Sustain
3 Magan: Evoke Sacred | Fast
| Reach | Touch | Scale | Personal |
| Duration | Short | Concentration | Yes |
| Components | F, S, V | Effect | Halt dying timer |
| Resistance | N/A (ally) |
Cost: (1 + 0 + 0) x 3 = 3.
You draw sacred energy from a nearby source and channel it into a dying creature you touch for the encounter. The creature's dying timer is halted for the duration. The creature remains at 0 health and can still suffer injuries and traumas from further damage, but cannot die from timer expiration while the spell is maintained.