Kryx RPGThemesMonsters

Holy

Divine magic is drawn from divinity, both sacred and profane. The Holy theme has a broad focus, loaded with radiant damage, utility, protection, summoning and control.

Spells from the Holy theme allow you to provide divine guidance and resistance, perform sacred rituals, detect and hinder supernatural creatures, conjure divine protection, call for a holy steed, invoke spirits of faith, blast areas with sacred flame, summon immortal beings, create a divine temple, and mantle areas with divine power.

Power Sources

Divine

Table of Contents

Holy feats

You can take each feat only once, unless the feat’s description says otherwise. You must meet any prerequisite specified in a feat to take that feat. If you ever lose a feat’s prerequisite, you can’t use that feat until you regain the prerequisite.

You can speak, read, and write Celestial and whenever you make a Charisma check when interacting with celestials, you have advantage.

When you damage an undead creature, you deal extra damage equal to your proficiency bonus.

You become capable with the Coercion or Persuasion skill. If you are already capable, you become proficient. If you are already proficient, you gain expertise with it.

Prerequisites: You must have a magical or physical means of gaining this resistance. Speak to your GM.

You serve as a celestial conduit. You have resistance to radiant damage and you have advantage on saving throws against being frightened.

Your soul is marked for endless battle. If a spell, such as resurrection, has the sole effect of restoring you to life (but not undeath), the caster doesn’t need material components to cast the spell on you.

Prerequisites: Celestial feat

You don’t need to share a language with a creature for it to understand your words, but the creature must be able to understand at least one language.

Prerequisites: You know the sanctuary spell

You can become an island of calm in even the most chaotic of situations. You can cast the sanctuary spell on yourself and it lasts up to 8 hours. A creature that succeeds on the save is immune to this effect for 1 hour.

Once you cast the spell in this way, you can’t do so again for 1 minute.

Prerequisites: Aasimar or Celestial feat

You gain the ability to sprout a pair of feathery white wings from your back, gaining a flying speed of 18 meters. You can create these wings as a bonus action on your turn or as a reaction to falling. They last until you dismiss them on your turn.

You can’t sprout your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.

A holy presence mends your wounds in battle. You regain health equal to 1d6 + half your level if you end your turn in combat with less than half of your health remaining and you aren’t incapacitated.

You are always under the effects of a protection from evil and good spell.

Holy spells

concentration, 1 minute

As an action, you touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.

concentration, 1 minute

As an action, you touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one saving throw of its choice. It can roll the die before or after making the saving throw. The spell then ends.

As an action, flame-like radiance descends on a creature that you can touch or see within 18 meters. The target must succeed on a Reflex saving throw or take 1d8 radiant damage damage. The target gains no benefit from cover for this saving throw.

Augment

This spell’s damage increases by 1d8 when you reach 5th level (2d8), 9th level (3d8), 13th level (4d8), and 17th level (5d8).

1 minute

As an action, you manifest a minor wonder, a sign of supernatural power, within 9 meters. You create one of the following magical effects.

  • Your voice booms up to three times as loud as normal.
  • You cause flames to flicker, brighten, dim, or change color.
  • You cause harmless tremors in the ground.
  • You create an instantaneous sound, such as a rumble of thunder, the cry of a raven, or ominous whispers.
  • You instantly light or snuff out a candle, a torch, or a small campfire.
  • You instantaneously cause an unlocked door or window to fly open or slam shut.
  • You alter the appearance of your eyes.

If you cast this spell multiple times, you can have up to three of its effects active at a time, and you can dismiss such an effect as an action.

concentration, 1 minute/mana

As an action, you bless up to three creatures you can see within 9 meters. Whenever a target makes an attack roll, ability check, or saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll, ability check, or saving throw.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can target one additional creature for each additional mana expended. The creatures must be within 9 meters of each other when you target them.

  • You can expend 1 additional mana so the target can roll a d6.

  • You can expend 2 additional mana so the target can roll a d8.

  • You can expend 3 additional mana so the target can roll a d10.

  • You can expend 4 additional mana so the target can roll a d12.

(ritual)

As you spend 1 hour to cast this spell, you perform a special religious ceremony that is infused with magic. When you cast the spell, choose one of the following rites, the target of which must be within 3 meters of you throughout the casting.

Atonement. You touch one willing creature whose core belief have been changed against their will, and you make a DC 20 Insight check.

On a success, you restore the target to its original core beliefs.

Bless Water. You touch one vial of water and cause it to become holy water.

Coming of Age. You touch one humanoid who is a young adult. For the next 24 hours, whenever the target makes an ability check, it can roll a d4 and add the number rolled to the ability check. A creature can benefit from this rite only once.

Dedication. You touch one humanoid who wishes to be dedicated to your god’s service. For the next 24 hours, whenever the target makes a saving throw, it can roll a d4 and add the number rolled to the save. A creature can benefit from this rite only once.

Funeral Rite. You touch one corpse, and for the next 7 days, the target can’t become undead by any means short of a wish spell.

Marriage. You touch adult humanoids willing to be bonded together in marriage. For the next 7 days, each target gains a +2 bonus to Defense while they are within 9 meters of each other. A creature can benefit from this rite again only if widowed.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can increase the damage of holy water by 6d6 for each additional mana expended.

  • You can expend 1 additional mana to increase the size of the impact of holy water to each creature within 3 meters.

(ritual); 1 hour/mana

As an action, you understand the literal meaning of any spoken language that you hear for the duration. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text.

This spell doesn’t decode secret messages in a text or a glyph, such as an arcane sigil, that isn’t part of a written language.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can target one additional creature for each additional mana expended. The creatures must be within 9 meters of each other when you target them.

  • Tongues. You can expend 1 additional mana so you also understands the true meaning of any spoken language you hear. Moreover, when you speak, any creature that knows at least one language and can hear you understands what you say.

As a reaction, which you take when you or another creature that you can touch or see within 18 meters makes an attack roll, an ability check, or a saving throw, you gain divine conviction. Roll a 1d4 and apply the number rolled as a bonus or penalty (your choice) to the creature’s roll. You can do so after the creature rolls but before any effects of the roll occur.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can expend 1 additional mana to roll a d6.

  • You can expend 2 additional mana to roll a d8.

  • You can expend 3 additional mana to roll a d10.

  • You can expend 4 additional mana to roll a d12.

  • You can expend 1 additional mana to reroll an attack roll, ability check, or saving throw you make. You must use the new roll.

  • You can expend 2 additional mana to reroll if you miss on an attack, fail an ability check, or fail a saving throw.

concentration, 5 minutes/mana

As a bonus action, a weapon you touch sheds radiant light. For the duration, the weapon radiates bright light in a 3-meters radius and dim light for an additional 3 meters and deals an extra 1d6 radiant damage when it hits, or an extra 2d6 radiant damage against undead and oozes.

Alternatively, you can touch a quiver containing arrows or bolts, granting the ammunition pulled from it the same effect. The spell’s magic ends on a piece of ammunition when it hits or misses.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can increase the damage by 1d6 for each additional mana expended and an additional 1d6 for every other additional mana expended.

  • Crusader’s Mantle. You can expend 1 additional mana to radiate holy power in an aura shaped as a sphere twice as big as normal centered on you, awakening boldness in friendly creatures. The duration changes to 1 minute/mana, concentration and until the spell ends, the aura moves with you. While in the aura, each nonhostile creature in the aura (including you) deals the extra radiant damage when it hits with a weapon attack.

As an action, you strike the ground, creating a burst of divine energy that ripples outward from you. Each creature you choose in a sphere around you must succeed on a Fortitude saving throw or take 2d8 radiant or necrotic damage (radiant if you cast it as a holy spell, necrotic if you cast it as an unholy spell), and be knocked prone. A creature that succeeds on its saving throw takes half as much damage and isn’t knocked prone.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can increase the damage by 2d8 for each additional mana expended.

  • Destructive Waves. You can expend 1 additional mana so the divine energy around you is continuous. The duration changes to 1 minute/mana, concentration and the divine energy bursts around you in an aura shaped as a sphere. Until the spell ends, the aura moves with you, centered on you.

    Whenever a creature enters the area for the first time on a turn or starts its turn there, it must make the Fortitude saving throw. Additional augments to the damage increase the damage by 1d8 for each additional mana expended, instead of the normal increase.

concentration, 5 minutes/mana

As an action, you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 9 meters of you, as well as where the creature is located. Similarly, you know if there is a place or object within 9 meters of you that has been magically consecrated or desecrated.

The spell can penetrate most barriers, but it is blocked by 30 centimeters of stone, 2.5 centimeters of common metal, a thin sheet of lead, or 90 centimeters of wood or dirt.

As you spend 10 minutes to cast this spell, you summon a loyal, majestic mount. Appearing in an unoccupied space within 9 meters, the mount takes on a form you choose: a warhorse, a pony, a camel, an elk, or a mastiff. The creature has the statistics provided in the Monster Manual for the chosen form though it is a celestial (Holy) or a fiend (Unholy) instead of its normal creature type based on a theme you know. Additionally, if it has an Intelligence of −3 or lower, its Intelligence becomes −2, and it gains the ability to understand one language of your choice that you speak.

You control the mount in combat. While the mount is within 1.6 kilometers of you, you can communicate with each other telepathically. While mounted on it, you can make any spell you cast that targets only you also target the mount.

The mount disappears temporarily when it drops to 0 health or when you dismiss it as an action. Casting this spell again re-summons the bonded mount, with all its health restored and any conditions removed.

You can’t have more than one mount bonded by this spell at the same time. As an action, you can release a mount from its bond, causing it to disappear permanently.

Whenever the mount disappears, it leaves behind any objects it was wearing or carrying.

Augment

You can expend 1 additional mana so your mount can take the form of a griffon, a pegasus, a peryton, a dire wolf, a rhinoceros, or a saber-toothed tiger.

concentration, 5 minutes/mana

As an action, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead.

The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can’t be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.

Augment

You can target one additional creature you touch for each additional mana expended.

As a bonus action, an aura of radiant light surrounds you, protecting you from harm. Until the start of your next turn, you gain resistance to all damage, and if a hostile creature ends its turn within 3 meters of you, it takes 2d6 radiant damage.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can increase the damage by 5d6 for each additional mana expended.

  • You can target one additional creature for each additional mana expended, though the spell then must be cast as an action. The creatures must be within 9 meters of each other when you target them.

  • You can expend 1 additional mana to cast the spell as a reaction, which you take when you take damage. Until the start of your next turn, including against the triggering damage, you gain resistance to all damage

1 minute/mana

As a bonus action, you ward a creature within 9 meters against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Will saving throw.

On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn’t protect the warded creature from area effects, such as the explosion of a fireball.

If the warded creature makes an attack, casts a spell that affects an enemy, or deals damage to another creature, this spell ends.

concentration, 5 minutes/mana

As a bonus action, a shimmering field appears and surrounds a creature that you can touch or see within 18 meters, granting it a +2 bonus to Defense for the duration.

Augment

You can target one additional creature for each additional mana expended, though the spell then must be cast as an action. The creatures must be within 9 meters of each other when you target them.

concentration, 1 minute/mana

As an action, you create a floating, spectral weapon within 9 meters that lasts for the duration or until you cast this spell again. When you cast the spell—and as a bonus action on each of your turns thereafter—you can move the weapon up to 9 meters and make a melee spell attack against a creature within 1.5 meters of the weapon.

On a hit, the target takes 3d8 radiant or necrotic damage (radiant if you cast it as a holy spell, necrotic if you cast it as an unholy spell).

The weapon can take whatever form you choose. Those with deities who are associated with a particular weapon (as St. Cuthbert is known for his mace and Thor for his hammer) make this spell’s effect resemble that weapon.

Augment

You can increase the damage by 4d8 for each additional mana expended.

concentration, 5 minutes/mana

As an action, feathery white wings spread out from your back so you gain a flying speed of 18 meters for the duration. When this spell’s duration would end, if you’re still flying, you float gently to the ground at 18 meters per round.

You can’t sprout your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.

Augment

You can target one additional creature for each additional mana expended. The creatures must be within 9 meters of each other when you target them.

concentration, 1 minute/mana

As an action, you produce a loud trumpeting. Each creature in a cone must succeed on a Fortitude saving throw or be stunned for the duration.

A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

(ritual); M (incense and a sacrificial offering appropriate to your religion worth 25 sp, consumed)

As you spend 1 minute to cast this spell, you contact your deity or a divine proxy with an offering and ask a single question concerning a specific goal, event, or activity that has occurred or has yet to occur. The GM offers a truthful reply. The reply might be a short phrase, a cryptic rhyme, or an omen.

Divine beings aren’t necessarily omniscient, so you might receive “unclear” as an answer if a question pertains to information that lies beyond the deity’s knowledge. In a case where a one-word answer could be misleading or contrary to the deity’s interests, the GM might offer a short phrase as an answer instead.

If you cast the spell two or more times before finishing your next long rest, there is a cumulative 25% chance for each casting after the first that you get no answer. The GM makes this roll in secret.

Augment

You can ask one additional question for each additional mana expended.

As an action, you create 7 kilograms of food and 40 liters of clean water on the ground or in containers within 9 meters, enough to sustain up to seven humanoids or 2 steeds for 24 hours for each mana expended. The food is bland but nourishing, and spoils if uneaten after 24 hours. The water is clean and doesn’t go bad.

Augment

You create an additional 7 kilograms of food and 40 liters of clean water for each additional mana expended.

As an action, a vertical column of divine fire roars down from the heavens in a location you specify. Each creature in a cylinder centered on a point within 35 meters must make a Reflex saving throw. A creature takes 3d8 fire damage and 2d8 radiant damage on a failed save, or half as much damage on a successful one.

Augment

You can increase the fire damage and the radiant damage by 1d8 for each additional mana expended.

4 hours/mana

As an action, a Large spectral guardian appears and hovers for the duration in an unoccupied space of your choice that you can see within 9 meters. The guardian occupies that space and is indistinct except for a gleaming sword and shield emblazoned with the symbol of your deity.

Any creature hostile to you that moves to a space within 3 meters of the guardian for the first time on a turn must succeed on a Reflex saving throw. The creature takes 4d6 radiant damage on a failed save, or half as much damage on a successful one. The guardian vanishes when it has dealt a total of 70 damage.

Augment

You can increase the damage by 2d6 and the maximum damage increased by 40 for each additional mana expended.

M (herbs, oils, and incense worth 50 sp, consumed)

As you spend 1 minute to cast this spell, you infuse an area with holy (or unholy) energy. The area is a cylinder that is twice as big as normal centered on a point on the ground that you can see within 18 meters. Glowing runes appear wherever the cylinder intersects with the floor or other surface. Choose one of the following types of creatures: celestials, elementals, fey, fiends, or undead. The circle affects a creature of the chosen type in the following ways:

  • The creature can’t willingly enter the cylinder by nonmagical means. If the creature tries to use teleportation or interplanar travel to do so, it must first succeed on a Will saving throw.
  • The creature has disadvantage on attack rolls against targets within the cylinder.
  • Targets within the cylinder can’t be charmed, frightened, or possessed by the creature and any creature charmed, frightened, or possessed by the creature is no longer charmed, frightened, or possessed upon entering the area.

When you cast this spell, you can elect to cause its magic to operate in the reverse direction, preventing a creature of the specified type from leaving the cylinder and protecting targets outside it.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can expend 1 additional mana to affect all celestials, elementals, fey, fiends, and undead.

  • You can expend 1 additional mana, increase the casting time to 24 hours, and expend materials equal to 500 sp to infuse the area with holy (or unholy) power until the spell is dispelled and increase the cylinder’s radius up to 18 meters. The spell fails if the radius includes an area already under the effect a hallow spell.

  • You can expend 1 additional mana to bind an extra effect to the area. Choose the effect from the following list, or choose an effect offered by the GM. Some of these effects apply to creatures in the area; you can designate whether the effect applies to all creatures, creatures that follow a specific deity or leader, or creatures of a specific sort, such as orcs or trolls. When a creature that would be affected enters the spell’s area for the first time on a turn or starts its turn there, it can make a Will saving throw.

    On a successful save, the creature ignores the extra effect until it leaves the area.

    Courage. Affected creatures can’t be frightened while in the area.

    Darkness. Darkness fills the area. Normal light, as well as magical light created by spells using less mana than you used to cast this spell, can’t illuminate the area.

    Daylight. Bright light fills the area. Magical darkness created by spells using less mana than you used to cast this spell can’t extinguish the light.

    Energy Protection. Affected creatures in the area have resistance to one damage type of your choice, except for bludgeoning, piercing, or slashing.

    Energy Vulnerability. Affected creatures in the area have vulnerability to one damage type of your choice, except for bludgeoning, piercing, or slashing.

    Everlasting Rest. Dead bodies interred in the area can’t be turned into undead.

    Extradimensional Interference. Affected creatures can’t move or travel using teleportation or by extradimensional or interplanar means.

    Fear. Affected creatures are frightened while in the area.

    Silence. No sound can emanate from within the area, and no sound can reach into it.

    Tongues. Affected creatures can communicate with any other creature in the area, even if they don’t share a common language.

concentration, 5 minutes/mana

As an action, holy energy radiates from you, distorting and diffusing magical energy within a sphere centered on you. Until the spell ends, the sphere that is twice as big as normal moves with you. For the duration, each friendly creature in the area (including you) has advantage on saving throws against spells and other magical effects. Additionally, when an affected creature succeeds on a saving throw made against a spell or magical effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw.

As an action, all curses affecting one creature or object you touch end. If the object is a cursed magic item, its curse remains, but the spell breaks its owner’s attunement to the object so it can be removed or discarded.

concentration, 1 hour/mana

As you spend 1 minute to cast this spell, you summon a pegasus, which appears in an unoccupied space that you can see within 35 meters. The celestial is friendly to you and your companions and disappears when it drops to 0 health or when the spell ends.

The celestial can’t use any legendary actions or lair actions. Any spell cast by the summoned celestial reduces your mana by the amount the celestial expends.

When it attacks, make a melee spell attack in place of its attack, but retain the damage and other effects.

As a bonus action on each of your turns, you can mentally command any creature you summoned with this spell if the creature is within 18 meters of you. You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. It obeys any verbal commands that you issue to it (no action required by you), as long as they don’t violate its belief systems. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can summon one additional pegasus for each additional mana.

  • You can expend 1 additional mana to summon a Couatl or Unicorn. You can call one additional creature for each additional mana expended.

  • You can expend 2 additional mana to summon a Deva.

concentration, 1 minute/mana

As an action, shimmering energy surrounds and protects you from fey, undead, and creatures originating from beyond the Material Plane. For the duration, celestials, elementals, fey, fiends, and undead have disadvantage on attack rolls against you.

You can end the spell early by using either of the following special functions.

Break Enchantment. As your action, you touch a creature you can reach that is charmed, frightened, or possessed by a celestial, an elemental, a fey, a fiend, or an undead. The creature you touch is no longer charmed, frightened, or possessed by such creatures.

Dismissal. As your action, make a melee spell attack against a celestial, an elemental, a fey, a fiend, or an undead you can reach.

On a hit, you attempt to drive the creature back to its home plane. The creature must succeed on a Will saving throw or be sent back to its home plane (if it isn’t there already). If they aren’t on their home plane, undead are sent to the Shadowfell, and fey are sent to the Feywild.

As a bonus action, you utter a divine word, imbued with the power that shaped the world at the dawn of creation. Choose any number of creatures you can see within 9 meters. Each creature that can hear you must make a Fortitude saving throw.

On a failed save, a creature suffers an effect based on its health:

  • 50 health or less: deafened for 1 minute
  • 40 health or less: deafened and blinded for 10 minutes
  • 30 health or less: blinded, deafened, and stunned for 1 hour
  • 20 health or less: killed instantly.

Regardless of its health, a celestial, an elemental, a fey, or a fiend that fails its save is forced back to its plane of origin (if it isn’t there already) and can’t return to your current plane for 24 hours by any means short of a wish spell.

As a reaction, which you take when you are reduced to 0 health, you can instead burst with divine energy. You instead drop to 1 health and regain 3d6 health. Each creature of your choice in a sphere around you must make a Fortitude saving throw.

On a failed save, a creature takes 6d6 radiant damage.

On a successful save, the creature takes half as much damage.

Augment

You can increase the healing by 1d6 and the damage by 2d6 for each additional mana expended.

8 hours/mana

As you spend 1 hour to cast this spell while holding your holy symbol up, you cause a temple to shimmer into existence on ground you can see within 35 meters. The temple must fit within an unoccupied cube of space, up to 35 meters on each side. The temple remains until the spell ends. It is dedicated to whatever god, pantheon, or philosophy is represented by the holy symbol used in the casting.

You make all decisions about the temples appearance. The interior is enclosed by a floor, walls, and a roof, with one door granting access to the interior and as many windows as you wish. Only you and any creatures you designate when you cast the spell can open or close the door.

The temple’s interior is an open space with an idol or altar at one end. You decide whether the temple is illuminated and whether that illumination is bright light or dim light. The smell of burning incense fills the air within, and the temperature is mild.

The temple opposes types of creatures you choose when you cast this spell. Choose one or more of the following: celestials, elementals, fey, fiends, or undead. If a creature of the chosen type attempts to enter the temple, that creature must make a Will saving throw.

On a failed save, it can’t enter the temple for 24 hours. Even if the creature can enter the temple, the magic there hinders it; whenever it makes an attack roll, an ability check, or a saving throw inside the temple, it must roll a d4 and subtract the number rolled from the d20 roll.

In addition, the sensors created by divination spells can’t appear inside the temple, and creatures within can’t be targeted by divination spells.

Finally, whenever any creature in the temple regains health from a spell that expends mana, the creature regains additional health equal to your spellcasting ability (minimum 1 health).

The temple is made from opaque magical force that extends into the Ethereal Plane, thus blocking ethereal travel into the temples interior. Nothing can physically pass through the temple’s exterior. It can’t be dispelled by dispei magic, and antimagic field has no effect on it. A disintegrate spell destroys the temple instantly.

Casting this spell on the same spot every day for a year makes this effect permanent.

M (a tiny reliquary worth 1,000 sp containing a sacred relic); concentration, 1 minute/mana

As an action, divine light washes out from you and coalesces in a soft radiance in a sphere that is twice as big as normal around you. Creatures of your choice in that radius when you cast this spell shed dim light in a 1.5-meters radius and have advantage on all saving throws, and other creatures have disadvantage on attack rolls against them until the spell ends. In addition, when a fiend or undead hits an affected creature with a melee attack, the aura flashes with brilliant light. The attacker must succeed on a Fortitude saving throw or be blinded until the spell ends.

Augment sizes

1 mana2 mana3 mana4 mana5 mana
Cone4.5 meters long9 meters long13.5 meters long18 meters long22.5 meters long
Cylinder1.5-meter-radius, 4.5 meters high3-meter-radius, 9 meters high4.5-meter-radius, 13.5 meters high6-meter-radius, 18 meters high7.5-meter-radius, 22.5 meters high
Line6 meters long, 1.5 meters wide12 meters long, 1.5 meters wide18 meters long, 1.5 meters wide24 meters long, 1.5 meters wide30.5 meters long, 1.5 meters wide
Sphere1.5-meter-radius3-meter-radius4.5-meter-radius6-meter-radius7.5-meter-radius
Wall4.5 meters long, 3 meters high, 30 centimeters thick9 meters long, 6 meters high, 60 centimeters thick13.5 meters long, 9 meters high, 90 centimeters thick18 meters long, 12 meters high, 120 centimeters thick22.5 meters long, 15 meters high, 150 centimeters thick