Martyr Spell List
This section presents the Martyr spell list. The spells are organized by spell level and then alphabetized, and each spell’s school of magic is listed. New spells are marked with an asterisk (*). In the Special column, C means the spell requires Concentration, R means it’s a Ritual, and M means it requires a specific Material component.
Level 1
Level 2
Level 3
Level 4
Level 5
Spell Descriptions
Level 1 Martyr Spells
Spell | School | Special |
Bane | Enchantment | C |
Bless | Enchantment | C, M |
Command | Enchantment | — |
Cure Wounds | Abjuration | — |
Detect Evil and Good | Divination | C |
Detect Magic | Divination | C, R |
Detect Poison and Disease | Divination | C, R |
Divine Favor | Transmutation | — |
Guiding Bolt | Evocation | — |
Heroism | Enchantment | C |
Inflict Wounds | Necromancy | — |
Protection from Evil and Good | Abjuration | C, M |
Purify Food and Drink | Transmutation | R |
Sanction* | Abjuration | C |
Sanctuary | Abjuration | — |
Shield of Faith | Abjuration | C |
Thunderwave | Evocation | — |
Transient Bulwark* | Abjuration | R, M |
Word of Force* | Evocation | — |
Level 2 Martyr Spells
Spell | School | Special |
Aid | Abjuration | — |
Augury | Divination | R, M |
Enhance Ability | Transmutation | C |
Gentle Repose | Necromancy | R, M |
Halo of Flame* | Evocation | C |
Hold Person | Enchantment | C |
Lesser Restoration | Abjuration | — |
Locate Object | Divination | C |
Magic Weapon | Transmutation | — |
Prayer of Healing | Abjuration | — |
Protection from Poison | Abjuration | — |
Stone Bones* | Transmutation | — |
Swift Flight | Transmutation | — |
Warding Bond | Abjuration | M |
Word of Terror* | Enchantment | — |
Zone of Truth | Enchantment | — |
Level 3 Martyr Spells
Spell | School | Special |
Create Food and Water | Conjuration | — |
Daylight | Evocation | — |
Dispel Magic | Abjuration | — |
Divine Wrath* | Evocation | — |
Magic Circle | Abjuration | M |
Protection from Energy | Abjuration | C |
Remove Curse | Abjuration | — |
Revivify | Necromancy | M |
Speak with Dead | Necromancy | — |
Tongues | Divination | — |
Water Walk | Transmutation | R |
Word of Transience* | Conjuration | — |
Level 4 Martyr Spells
Spell | School | Special |
Aura of Life | Abjuration | C |
Banishment | Abjuration | C |
Death Ward | Abjuration | — |
Divination | Divination | M |
Freedom of Movement | Abjuration | — |
Locate Creature | Divination | C |
Stoneskin | Transmutation | C, M |
Level 5 Martyr Spells
Spell | School | Special |
Commune | Divination | R |
Dispel Evil and Good | Abjuration | C |
Flame Strike | Evocation | — |
Geas | Enchantment | — |
Greater Restoration | Abjuration | M |
Hallow | Abjuration | M |
Hold Monster | Enchantment | C |
Insect Plague | Conjuration | C |
Mass Cure Wounds | Abjuration | — |
Raise Dead | Necromancy | M |
Word of Control* | Enchantment | — |
Spells
This section contains the descriptions of spells that are new and available to the Martyr. The class spell lists detailed with each spell include other classes from Mage Hand Press, including the Necromancer, Investigator, and Witch.
Divine Wrath
Level 3 Evocation (Martyr)
Casting Time: Action
Range: 120 feet
Components: V, S, M (a pinch of sulfur)
Duration: Instantaneous
You deliver a mote of divine wrath to a point you can see within range. Each creature you choose in a 10-footradius Sphere centered on that point must make a Constitution saving throw. On a failed save, a creature takes 4d10 Necrotic or Radiant damage (your choice), or half as much damage on a successful save. If this damage reduces a creature to 0 Hit Points, the creature is disintegrated into salt and everything it was wearing or carrying falls in its space. The target can be revived only by a True Resurrection or a Wish spell.
Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level above 3.
Halo of Flame
Level 2 Evocation (Martyr)
Casting Time: Action
Range: Self
Components: V, S
Duration: Concentration, up to 1 minute
A ring of flame ignites above your head and emits heat in a 5-foot Emanation originating from you. Whenever the Emanation enters the space of a creature you can see and whenever a creature you can see enters the Emanation or ends its turn there, you can force that creature to make a Dexterity saving throw. On a failed save, the creature takes 2d8 Fire damage, or half as much damage on a successful
save. A creature makes this save only once per turn.
Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 2.
Sanction
Level 1 Abjuration (Martyr)
Casting Time: Bonus Action
Range: 30 feet
Components: V, S, M (a drop of blood)
Duration: Concentration, up to 1 hour
You fling a drop of blood at a creature you can see within range, which must succeed a Constitution saving throw or be marked for the duration. Whenever you take damage, the marked target takes 1d8 Necrotic or Radiant damage (your choice). The spell ends early if you end your turn more than 30 feet away from the target.
Stone Bones
Level 2 Transmutation (Druid, Investigator, Martyr, Necromancer, Paladin, Ranger, Sorcerer, Wizard)
Casting Time: Bonus Action
Range: 30 feet
Components: V, S
Duration: 1 round
Choose a creature you can see within range. The target has Resistance to Bludgeoning, Piercing, and Slashing damage until the spell ends at the end of your next turn.
Swift Flight
Level 2 Transmutation (Martyr, Sorcerer, Witch, Wizard)
Casting Time: Bonus Action
Range: Touch
Components: V, S, M (a bird’s wing feather)
Duration: 1 round
Streaks of energy flow from the back of a creature you touch, tracing the shapes of wings. The target has a Fly Speed of 60 feet and can hover until the end of its next turn. When the spell ends, the target falls if it is in the air and nothing is holding it aloft.
Transient Bulwark
Level 1 Abjuration (Investigator, Martyr, Wizard)
Casting Time: Action or Ritual
Range: Self
Components: V, S, M (a pearl worth 10+ GP, which the spell consumes)
Duration: 8 hours
A fragile, invisible shield protects you for the duration. The next attack roll against you has a −10 penalty to hit, and the spell ends.
Word of Control
Level 5 Enchantment (Martyr)
Casting Time: Bonus Action
Range: 30 feet
Components: V
Duration: Instantaneous
You recite a word of authority to a creature you can see within range, which must make a Wisdom saving throw or have the Charmed condition until the end of your next turn. A creature targeted by this spell within the last 24 hours automatically succeeds on its saving throw against it.
While Charmed, the target doesn’t move or act unless verbally commanded by you to do so. You can issue commands to the target (no action required), such as “Attack that creature,” “Move over there,” or “Fetch that object.” The target does its best to obey on its turn.
Word of Force
Level 1 Evocation (Martyr)
Casting Time: Bonus Action
Range: 30 feet
Components: V
Duration: Instantaneous
You recite a word of magical force to a creature you can see within range, which makes a Strength saving throw. On a failed save, the target takes 1d6 Force damage, is pushed 10 feet away from you, and has the Prone condition. On a successful save, it takes half as much damage only.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1.
Word of Terror
Level 2 Enchantment (Martyr)
Casting Time: Bonus Action
Range: 30 feet
Components: V
Duration: Instantaneous
You recite a word of fear to a creature you can see within range, which makes a Wisdom saving throw. On a failed save, the target takes 2d6 Psychic damage and has the Frightened condition until the end of your next turn. On a successful save, it takes half as much damage only.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 2.
Word of Transience
Level 3 Conjuration (Martyr)
Casting Time: Bonus Action
Range: 30 feet
Components: V
Duration: 1 round
You recite a word of banishment to a creature you can see within range, which must make a Charisma saving throw. On a failed save, the creature vanishes from its current plane of existence and appears on the Ethereal Plane (the spell ends instantly if it is already on that plane).
You can give the target the Incapacitated condition while it is on the Ethereal Plane. While on the Ethereal Plane, the target can perceive the plane it left, which is cast in shades of gray. It can affect and be affected only by other creatures on the Ethereal Plane, and creatures on
the other plane can’t perceive it unless they have a special ability that lets them perceive things on the Ethereal Plane.
The target returns to the plane it left at the start of your next turn, appearing in the nearest unoccupied space to the location it left.
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