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Open Dungeons A free fantasy roleplaying game

Divine Voyage

Cleric Spells Sacred Powers Level: 7
Divine Voyage

Spell Details

Casting Time 1 Hour
Range Touch
Duration 30 minutes, plus 5 minutes per level
Target Up to 12 willing creatures
Saving Throw None

Effect

You lead participants along the veil paths into your deity's dominion or closely aligned sancta for a guided audience. Time runs equally in both realms. While voyaging, you may traverse sacred locations, seek divine signs, and commune with beings of your deity's court. You may visit up to 1 + your Mind bonus distinct sites during the voyage, with each site taking about 10 minutes to reach.

To petition specific divine aid, make a Favor Check (d20 + Mind bonus vs TN 16) with the same modifiers as Deific Intercession. Results follow the same scale: Major Audience (20+) grants clear counsel or miracle up to 6th level effect, Minor Audience (16-19) provides meaningful omens, Divine Sign (12-15) offers symbols or +2 to one related check, Denied (11 or lower) results in silence or refusal.

You may ask up to two questions tied to your deity's portfolio. Answers arrive as visions, memories, or omens revealing current truths or past events. Future possibilities may be shown within one lunar cycle but never as certainties.

Cost:
Consumes sacred offerings worth 1,000 gold pieces × your level shared among participants.

Special Notes

All participants must be willing to undertake the journey. Destinations must fall within your deity's domain, allied courts, or places where your deity's name is kept. Participants cannot regain hit points, spells, or per-day abilities while voyaging. No crafting, training, or downtime progress occurs during the voyage. While voyaging, participants are protected from material realm hazards but remain vulnerable to hostile divine forces, ancient wards, and rival courts. If your consecrated anchor at the casting site is broken during the voyage, all participants must succeed on a Tough save (TN 16) upon return or suffer Weary effect of -2 to all rolls until completing a full night's rest. You can only attempt Divine Voyage once per week. Additional attempts suffer -4 to Favor Checks and risk divine displeasure. Travel is narrative exploration, not teleportation to material locations.

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