Divine Spark

Holy Symbol

Divine Spark

Divine Spark is a silver holy symbol sculpted to resemble a shining sun. Such an image is sometimes used by clerics and paladins not associated with any particular deity. The amulet is small enough to be gripped in one hand.
Nonlegacy Game Statistics: Silver holy symbol +1; Cost 1,550 gp; Weight 1 lb. If you have the ability to turn undead, all language-speaking creatures within 30 feet can understand you when you speak, regardless of language. This does not give you any ability to understand others’ languages. Omen: Divine Spark transforms into your deities holy symbol while you carry it.

Wielder Requirements

Clerics and paladins are the typically the only ones capable of wielding Divine Spark. Other classes all lack the requisite turning abilities without multi-classing.

Divine Spark Wielder Requirements
Ability to cast 1st-level divine spells; Trained in Diplomacy; Any non-evil alignment; Ability to turn undead.


Divine Spark was created when a great swelling evil threatened to overrun the world and extinguish all human life. The most powerful necromancers of the known realms formed an unholy pact, creating armies of ghouls, skeletons, wights, and zombies that wiped out entire regions, adding the slain to their numbers. Church leaders in the land could not afford to let bickering and religious differences come between them any longer. One man united them — Carthid Ufander. Carthid was disciple of Amaunator. Carthid did believe in the resilience of humanity. To him, nothing was more divine than this one truth. (DC 15)
As countries fell to legions of the unliving, fleeing populations were pushed farther and farther inland, away from the oceans that could carry them to safety. They were being herded against the largest mountain range of the region, over which they could not climb fast enough to escape their pursuers. Carthid knew this. He rode out to each pocket of humanity and urged them to combine forces rather than face extinction — they could not refuse aid, and they were too few in number to make a stand alone. Everyone Carthid spoke to agreed. When the leaders finally met, Divine Spark was able to decipher the language of each, but only from the one who held the holy symbol to listeners. As a result, those who did not share common tongues could be heard only when one held Divine Spark while the others listened, allowing each person to speak in turn. (DC 20; Talking Stick)
In the span of one night, strategies were concocted, forming first, second, and third lines of defense, always keeping the mountains at the united army’s back. Carthid gathered all the holy persons around him the next morning and meditated before battle. When the undead arrived, Divine Spark became the focal point for every consecrated person present, allowing them to channel their turning abilities through Carthid and raise his power by a degree based on all who remained in their circle. They were unstoppable together, cutting a swath through the undead wherever they moved. If one cleric was slain, all the others’ turning abilities were immediately refreshed. No death was in vain. It quickly became obvious the overconfident necromancers had stretched themselves too thin. That day, the tide of battle shifted and the members of the human nations survived. Carthid disappeared into obscurity
shortly thereafter but he has long been remembered as the man who single-handedly, though only briefly, united all religions. (DC 25; Belief in Kin)

Legacy Rituals

Two rituals are required to unlock all the abilities of Divine Spark.

Talking Stick: You must be trained in Diplomacy to acquire the comprehension by listeners ability. Cost: 2,450 gp. Feat Granted: Least Legacy. Required at Level 3

Belief in Kin: You are required to spend one day per character level in meditation with Divine Spark. At least 8 hours of each day must be spent meditating, and you cannot engage in any activity or spellcasting during this period. Cost: 11,500 gp. Feat Granted: Lesser Legacy. Required at Level 13

LevelItem Ability

3Symbol of Divinty +1

This holy symbol gathers the power of your divine attacks, allowing you to re-channel that might.

Enhancement: Attack rolls and damage rolls
Critical: +1d6 damage per plus
Power (Daily): Free Action. Use this power when you hit with an attack using this holy symbol. Gain one additional use of Channel Divinity for this encounter.

8Sun Disk of Amaunator +2

This holy symbol flashes with light as your faith unleashes radiant energy that sears your enemies.

Prerequisite: To use this symbol, you must worship Pelor (Amaunator).
Enhancement: Attack rolls and damage rolls
Critical: +1d10 radiant damage per plus
Power (At-Will ✦ Radiant): Free Action. All damage dealt by powers using this holy symbol is radiant damage. Another free action returns the damage to normal.

13Healer’s Boon +3

This holy symbol shores up your healing powers to the fullest.
Power (Daily • Healing) Free Action.
Use this power when you or an ally within line of sight regains hit points. You or the ally regains hit points equal to the maximum possible result of the healing effect.

18Symbol of Divine Light +4

The fierce radiance of this holy symbol is the bane of foul creatures that can’t bear sunlight.
Enhancement: Attack rolls and damage rolls
Property: Any creature within 5 squares of you that has vulnerability to radiant damage has that vulnerability increased by 5.

23Symbol of Radiant Vengance +5

As you assail an enemy with attacks, this symbol causes your strikes to burn with radiant energy.
Enhancement: Attack rolls and damage rolls
Property: If your attack with this holy symbol hits an enemy that attacked an ally of yours since the end of your last turn, you deal an extra 1d10 radiant damage to that enemy.

Divine Spark

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