Showing posts with label Goddess. Show all posts
Showing posts with label Goddess. Show all posts

Saturday, 29 March 2008

New Deity - Alia - Goddess of Beauty and Serenity

Another Deity in the Evosan Pantheon I came up with.

Since I'm using this in a Ferunian pantheon, I've not included any spells which come with that resource book. This is because I originally only wrote these for my benefit and as such, didn't need them as I already had the Faerun book in front of me whilst playing anyway...

So...umm...sorry.

As usual, please buy the books if you see someting out of them you like.

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Alia - Goddess of Beauty and Serenity

(Portrayed as a beautiful elven woman.)

[Domains: Beauty (BoTR), Good, Elf, Purification (SC)]

Favoured Weapon = Rapier

Domain Lists: -



Beauty Domain

Granted Ability: -

This domain perains to intense physical and aristic beauty; most of the spells present the subjects with such overpowering beauty that they are unable to properly function.
You can perform a feat of beauty, which is a supernatural ability, to gain an enhancement bonus to your Charisma equal to your level. Activating this power is a free action; it lasts 3 rounds and is usable once per day.


Beauty Domain Spells: -

1. Charm Person.

2. Hypnotic Pattern.

3. Fair Light*.

4. Rainbow Pattern*.

5. Mind Fog.

6. Mass Sugestion

7. Statue.

8. Sympathy.

9. Power Word, Kill.






Purifiction


Granted Power: -

You cast all abjuration spells at +1 caster level.


Purification Domain Spells: -

1. Nimbus of Light*.

2. Deific Vengeance*.

3. Recitation*.

4. Castigate*.

5. Dance of the Unicorn*.

6. Fires of Purity*.

7. Righteous Wrath of the Faithful*.

8. Sunburst*.

9. Visage of the Deity, Greater*






!!!Extra Spells!!!


Castigate

Evocation [Sonic]

Level: Cleric 4, Paladin 4, Purification 4.
Components: V.
Casting Time: 1 standard action.
Range: 10 ft.
Area: 10 foot burst radius centred on you.
Duration: Instantaneous
Saving Throw: Fortitude half.
Spell Resistance: Yes.

Shouting your deity's teachings, you rebuke your foes with the magic of your sacred words.

This has no effect on creatures that cannot hear. All creatures whose alignment differs from yours on both axes take d4 points of damage per caster level (maximum 10d4). All creatures whose alignment differs from yours n one component take half damage and this spell does not deal damage to those who shre your alignment.

A fortitude saving throw reduces this by half.








Dance of the Unicorn

Abjuration

Level: Druid 5, Purification 5.
Components: V, S.
Casting Time: 1 standard action.
Range: 5 ft/level
Area: 5 ft/level-radius emanation centred on you.
Duration: 1 minute/level (D)
Saving Throw: None.
Spell Resistance: No.

You surround yourself with a purifying, siwrling mist that washes the air clean of smoke, dust and poisons.

Non-magical contaminents, including inhaled poisons are automatically negated within the cloud. Dance of the Unicorn also grants everyone within the mist a +4 bonus on saving throws against magical or supernatural gas effects; uch as Acid Fog, Cloudkil and green dragon's breath.

The cloud of mist leaves everything within the area damp.
















Deific Vengeance

Conjuration (Summoning)

Level: Cleric 2, Purification 2.
Components: V, S, DF.
Casting Time: 1 standard action.
Range: Close (25 ft + 5 ft / 2 levels)
Target: One creature.
Duration: Instantaneous
Saving Throw: Will half.
spell Resistance: Yes

You call out to your deity, declaring your foe's crimes and asking your deity to punish him.

As a result, this spell deals 1d6 points of damage per two caster levels (maximum 5d6) or 1d6 points per caster level (maximum 10d6) if the target is undead.









Fair Light

Evocation [Light]

Level: Cleric 4, Bard 4, Beauty 3.
Range: Personal.
Area: 60 foot.

As Daylight, but the light must centre on you. The Fair Light is just as bright as daylight, but it is filled with sparkles and pure luminescence, giving all who are good of heart cascading halos and all who are evil long, gloomy shdows and dark outlines.

Thse light effects not only clearly reveal whether the beings in the light are good or evil (unless their alignment is masked by any means), they also boost and decrease morale.

All good beings in the 60 foot radius of the Fair Light receive a +1 morale bonus to attack and save rolls. All evil beings in the light siffer a -1 morale penalty to such rolls.

As Daylight, Fair Light counters and dispels equal or lesser darkness spells such as Deeper Darkness.







Fires of Purity

Evocation [Fire]

Level: Druid 6, Purification 6, Sorceror/Wizard 6.
Components: V, S, DF.
Casting Time: 1 standard action.
Range: Touch
Target: Creature Touched.
Duration: 1 round/level.
Saving Throw: See text.
Spell Resistance: Yes (Harmless); See text.

The creature you touch bursts in to magical flames that do not harm the subject, but are capable of harming anyone else who comes in to contact with the creature.

With a succesful melee attack, the subject deals an extra 1 point of fire damage per caster level (max = +15).

If the defender has spell resistance, it applies to this effect.

Creatures that makes successful melee attacks against the subject are susceptible to the same damage unless they attack with weapons that have reach, such as longspears.

The subject of Fires of Purity takes only half damage from fire-based attacks. If such an attack allows a Reflex save, for half damage, the subject takes no damage on a successful save.








Nimbus of Light

Evocation [Light]

Level: Cleric 1, Puification 1.
Components: V, S, DF.
Casting Time: 1 standard action.
Range: Personal.
Target: You
Duration: 1 minute/level or until discharged.

A glittering corona of sunlight surrounds your body at a few inches distance, until you release it as a focused blast of divine energy.

The nimbus of light glows around you like a lantern, providing bright illumination in a 30 foot radius (and shadowy immunination for an additional 30 foot) from you.

As a move action, you can coalesce the energy from a Nimbus of Light around your outstretched arm, and and then as a standard action fling it toward a foe within 30 feet.

You must succeed on a ranged touch attack with the energy to strike the target. A Nimbus of Light deals 1d8 points of damage +1 point per round that has elapsed since you cast the spell (maximum = 1d8 + caster level). Attacking with a Nimbus of Light ends the spell, whether your ranged attack is successful or not.





Recitation

Conjuration (Creation)

Level: Cleric 4, Purification 3.
Components: V, S, DF.
Casting Time: 1 standard action.
Range: 60 ft.
Area: All allies within a 60 foot radius burst, centred on you.
Duration: 1 round/level.
Saving Throw: None.
Spell Resistance: Yes

By reciting a sacred passage or decleration, you invoke your deity's blessing upon yourself and your allies.

The spell affects all allies within the spell's area at the moment you cast it.

Your allies gain a +2 luck bonus to AC, on attack rolls and on saving throws, or a +3 luck bonus if they worship the same deity as you.

Divine Focus: In addition to your holy symbol, this spell requires a sacred text as a divine focus.






Righteous Wrath of the Faithful

Enchantment (Compulsion) [Mind-Affecting]

Level: Cleric 5, Purification 7.
Components: V, S, DF.
Casting Time: 1 standard action.
Range: 30 ft.
Targets: Allies within a 30 foot radius burst, centred on you.
Duration: 1 round/level.
Saving Throw: None.
Spell Resistance: Yes.

Allies are suffused with a divine fury and gain one additional melee attack each round, at their highest attack bonus, when making a full-round attack. This additional attack is not cumilitive with other effects that grant extra attacks, such as a Haste spell. They also gain a +3 morale bonus on melee attack rolls and damage rolls. This bonus on melee atacks rolls does stack with the bonus provided by Haste.






Visage of the Deity, Greater.

Transmutation [Evil or Good]

Level: Cleric 9, Competition 9, Mysticism 9, Purification 9.
Components: V, S, DF.
Casting time: 1 standard action.
Range: Personal.
Target: You.
Duration: 1 round/level.

You feel the hand of your deity upon you. Your appearance reflects the divine power and your deity's touch grants you resistance from some of the damages of this world.

You also take on many of the qualities of half-celestial or half-fiendish creature.

Your creature type changes to Outsider for the duration of the spell.

Unlike other outsiders, you can be brought back from the dead if you are killed in this form.

Good clerics undergo the following transformation: -

- You grow feathered wings that allow you to fly at twice your normal speed (good maneuverability)

- You gain +1 to natural armour.

- You gain low-light vision.

- You gain resistance to acid 10, cold 10, and electricity 10.

- You gain immunity to disease.

- You gain a +4 racial bonus on saving throws against poison.

- You gain damage reduction 10/magic.

- You gain spell resistance 25.

- You gain the following bonuses to your ability scores: +4 Str, +2 Dex, +4 Con, +2 Int, +4 Wis, +4 Cha.


Evil Clerics undergo the following transformation: -

- You grow batlike wings that allow you to fly at your normal speed (average maneuverability).

- You gain +1 natural armour.

- You gain bite and claw attacks. If you are medium sized or larger, your bite deals 1d6 points of damage and each claw attack deals 1d4 points of damage.
If you are small, your bite deals 1d4 points of damage and each claw attack deals 1d3 points of damage.

- You gain dark-vision out to 60 feet.

- You gain immunity to poison.

- You gain resistance to acid 10, cold 10, electricity 10 and fire 10.

- You gain damage reduction 10/magic.

- You gain spell resistance 25.

- You gain the following bonuses to your ability scores: +4 Str, +4 Dex, +2 Con, +4 Int, +2 Cha.

New Deity - Wutabayo - Goddess of Pleasure

Another Deity for the Evosan campaign. As usual, please check out and buy the books I've taken stuff from. This is done in good faith and is here to encourage getting the new books and to showcase the stuff I've come up with.

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Wutabayo - Goddess of Pleasure.

Alignment = CG

Favoured Weapon = Unarmed Strike

(Depicted as a naked woman, with a cat's tail and bunny ears.)

[Domains: Pleasure (BoEF), Joy (BoED), Lust (SC), Charm]



Pleasure Domain

Granted Power: -
You may use a soothing touch once per day. Your soothing touch is a supernatrual ability that removes fatigue
and heals damage equal to your cleric level.


Pleasure Domain Spells: -

1. Vision of exquisite pleasure*.

2. Suggestion.

3. Orgasmic Vibrations.*

4. Vision of exquisite pleasure, mass*.

5. Symbol of Pursuasion.

6. Orgasmic Vibrations, Mass*.

7. Limited Wish.

8. Charm Monster, Mass.

9. Wish.







Lust Domain

Granted Power (Su): Once per day, as a free action, you gain an enhancement bonus to your Charisma equal to your cleric level. This power lasts for 1 round.


Lust Domain Spells: -

1. Charm Person.

2. Invisibility.

3. Clairaudience/Clairvoyance.

4. Planar Ally, Lesser.

5. Scrying

6. Symbol of Pursuasion.

7. Refuge.

8. Sympathy.

9. Trap the soul.




Joy Domain

Granted Power: -
You gain a +4 sacred bonus to diplomacy checks.




Joy Domain Spells: -

1. Vision of Heaven*.

2. Elation*.

3. Distilled Joy*.

4. Good Hope.

5. Wutabayo's Laugh*.

6. Heroism, Greater.

7. Starmantle*.

8. Sympathy.

9. Otto's Irresistable Dance.









Extra spells: -



Distilled Joy

Transmutation

Level: Joy 3, Sorceror/Wizard 3.
Components: V, S, F.
Casting Time: 1 day.
Range: Touch.
Target: One living creature.
Duration: Permenant.
Saving Throw: Fortitude negates (harmless).
Spell Resistance: Yes (Harmless).

You draw forth the material essence of joy from a living creature experiencing great bliss.
This physical manifestation of joy, called Ambrosia, can be used in the creation of good magic items, as a special spell component, or as a drug-like substance (with no addictive qualities).

The caster draws Ambrosia from the target and contains it within a tiny receptacle, such as a flask or vial. Ambrosia can only be dawn from a blissful creature; how the creature achieves this state of bliss can vary from one individual to the next. For example, Distilled Joy can be cast on a deliriously lovestruck character, a dryad dreaming near her tree, an artist crafting his life's msterpiece, or a character experiencing a moment of rapture or undiluted sexual pleasure.

Good spellcasters can use Ambrosia in magic item creation. Each dose provides the equivelent of 2 experience points needed to create the item. A dose of Ambrosia can also be used as an optional spell component (See below...)

A living creature that drinks a ose of Ambrosia experiences a soothing sensation that wipes away and minor aches and pains, takes the edge off of grief and sadness, and cures 1 point of damage. These positive sensations and emotions persist for 1d4+1 hours.

Focus: A vial or similar container in which to contain the Ambrosia.








Elation

Enchantment [Mind-Affecting]

Level: Bard 2. Cleric 2, Emissary of Barachiel 2, Joy 2, Sorceror/Wizard 3.
Component: V, S.
Casting Time: 1 standard action.
Range: 80ft.
Targets: Allies in an 80-foot radius spread of you.
Duration: 1 round / level.
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (Harmless)

Your allies become elated, full of energy and joy. Affected creatures gain a +2 morale bonus to effective Strength and Dexterity and their speed increases by +5 feet.
Elation does not remove the condition of ftigue, but it does offset most of the penalties for being fatigued.









Orgasmic Vibrations.
Enchantment (Compulsion) [Mind-Affecting]

Level: Bard 3, Sorceror/Wizard 4, Pleasure 3.
Components: V, S, M.
Casting Time: 1 action.
Range: Close (25 ft + 5ft/2 levels)
Target: One Living Creature.
Duration: 1 round/level.
Saving Throw: Will Negates.
Spell Resistance: Yes.

A grand shuddering orgasm overwhelms a living creature that fails it's saving throw, making the target dazed for the duration of the spell. A target that makes it's saving throw still experiences pleasurable, bute merely distracting sensations.

Spellcasting or concentrating on spells during the duration of the orgasmic vibrations requires a Concentration check (DC 20 + spell level). Using skills requiring patience and concentration requires a Concentration check (DC 20).

Material Component: A drop of sexual fluid.



[Mass Version]

Level: Bard 6, Sorceror/Wizard 8, Pleasure 6.
Target: One or more creatures, no wo of which can be more than 30 feet apart.

As Orgasmic Vibrations, except this spell affects multiple creatures.





Starmantle

Abjuration

Level: Joy 7, Sorceror/Wizard 6.
Components: V, S, M.
Casting Time: 1 standard action.
Range: Touch.
Target: One living creature.
Duration: 1 minute / level.
Saving Throw: None.
Spell Resistance: Yes (Harmless)

This spell manifests a draping cloak of tiny, cascading stars that seem to flicker out before touching the ground.

The cloak forms over the target's existing apparel and shed's light as a torch, although this is not the mantle's primary function.

The Starmantle renders it's wearer impervious to non-magical weapon attacks and transforms any non-magical weapon or missile that strikes it in to harmless light, destroying it forever.

Contact with a Starmantle does not destroy magic weapons or missiles, but theStarmantle's wearer is entitled to a Reflex saving throw (DC 15) each time he is struck by such a weapon; success indicaes that the wearer takes only half damage from the weapon (rounded down).

Material Component: A pinch of dust from a pixie's wing (20gp street value).








Vision of Exquisite Pleasure.

Enchantment (Charm) [Mind-Affecting]

Level: Bard 1, Cleric 1, Pleasure 1.
Components: V, S, DF.
Casting Time: 1 action.
Range: Close (25ft + 5ft/level)
Target: One Person.
Duration: 1 round/level (D)
Saving Throw: Will negates.
Spell Resistance: Yes.

Images of tantalising and overwhelmingly sexual pleasure consume the affected target, causing him to pause in his tracks and revel in erotism. Shilst affected by the spell, the person is stunned. He can make a Will save each round to shake off the effect.



[Mass Version]

Level: Bard 4, Cleric 5, Pleasure 4.
Range: Medium (100ft ft + 10ft/level)
Targets: ONe or more humanoid creatures, no two of which can be more than 30 feet apart.

As Vision of Exquisite Pleasure, except that the spell affects multiple cretures.









Vision of Heaven

Enchantment [Mind-Affecting]

Level: Apostle of Peace 1, Cleric 1, Celestial 1, Exalted Arcanist 1, Joy 1, Slayer of Domiel 1.
Components: V.
Casting Time: 1 standard action.
Range: Close (25ft + 5ft/2 levels)
Target: One Evil Creature.
Duration: 1 Round.
Saving Throw: Will negates.
Spell Resistance: Yes.

Your words allow the target creature the merest glimpse of the blessed joy of the Heavenly planes, spuring the target to a moment of regret for it's evil deeds. For 1 round, the target is dazed.
In addition, the creature is more susceptible to future redemption. For the next 24 hours, the creature takes a -1 penalty on all Will Saves related to redemption (See below...)







Wutabayo's Laugh

Enchantment (Compulsion) [Good, Mind-Affecting]

Level: Cleric 5, Joy 5.
Components: V.
Casting Time: 1 standard action.
Range: 40 feet.
Area: 40-foot radius spread, centred on you.
Duration: 1 minute / level.
Saving Throw: Will negates (See text).
Spell Resistance: Yes.

You release a joyous, boisterous laugh that strengthens the resolve of good creatures and weakens the resolve of evil creatures.
Good creatures within the spell's area gain the following benefits for the duration of the spell:

- A +2 morale bonus on attack rolls and saves against fear effects, plus temporary hit points equal to 1d8+caster level (to a maximum of 1d8+20 atcaster level 20th).

Evil creatures within the spell's area that fail a Will save take a -2 morale penalty on attack rolls and saves against fear effects for the duration of the spell.

Creatures must be able to hear the laugh the be affected by the spell. Creatures that are neither good nor evil are unnaffected by this spell.











!!!AMBROSIA RULES!!!

Some spell components are optional (and not specified as a component in any spell description). These components sometimes increase the potency of a good spell and the component is consumed whether it helps or not.

You can only use one optional component in the casting of a good spell, so using two doses of Ambrosia, or a dose of Ambrosia and another optional component (you'll have to get the book to find out about more of these wonderful things ^_^) wont improve your chances.

As with any spell component, you must be touching a optional good spell component and have it displayed prominentely for it to function. These optional components can only be applied to spells with the good descriptor.

Spell components that are derived from the body of a good creature must generally be given frely, not taken from a dead creature. Killing a good creature in order to harvest it's parts or organs is an evil act, and often inflicts a curse or affliction upon the perpetreator, at the DM's discretion. Though these items must be given freely, they can still be sold and thus have suggested market prices. Most oft he time, however, they are given as gifts and not stolen.

- Ambrosia 200gp Value.

A mysterious substance made from distilled joy, Ambrosia is a celestial food, the heavenly sustenance of some gods. Created by means of a Distilled Joy spell, Ambrosia can be used as a special spell component, in addition to the other uses mentioned in the spell description.

As an optional component, Ambrosia automatically increases the effective caster level of a single good spell by +2. This increase doesn't stack with previous applications of distilled joy or any other bonuses to effective caster level.






!!!REDEMPTION RULES!!!

When an evil enemy throws down his arms and pleads for mercy, a good character faces a host of new issues, sometimes enough to make her wis hthe enemy had simply fought to the bitter end.

Justice demands mercy, so killing an enemy who surrenders is out of the question for a character pursuing the exalted path of good. Righteousness also encourages the virtue of prudence, and a prudent character certainly recognises that an evil person requesting mercy is quite possibly hoping for an opportunity to kill her when her back is turned.

However, a character with many ranks in Diplomacy can attempt to turn a hostile character friendly on a lasting basis, whether to extract needed information or to convert them to their side.

At a DM's discression, good treatment of a prisoner can grant a circumstance bonus to the check, from +2 (minimum standard of care that a good character would expect) to +6 (for truley exceptional treatment).

To redeem a prisoner to the ways of good, firstly the evil prisoner must be treated with exceptional care and respect - far better than the prisoner knows he would treat the characters if the situation were reversed. initially, an evil character might greet this treatment with scorn and look for opportunities to escape.

When he finds the character's gentle but firm, kind but smart in their defenses, he gains a new degree of respect for them, gleaning at least a glimpse of an idea that one needn't be cruel to be strong.

Secondly, the captors must display a willingness to forgive the evil that the prisoner has done. If their convresation is laced with talk of punishing their captive, or gleeful anticipation of the punishment he will receive when they turn him over to the authorities, he sees little purpose in even contemplating a change of heart, instead directing all of his energies towards escaping the grim fate they have planned for him. He can only be redeemed if there is the possibility for forgiveness.

Third, a character must spend at least an hour evey day with the prisoner, encouraging him to talk about the evil he has done, and in turn describing the benefits and rewards of the life of Good. Thi task is best performed by a cleric who can speak with authority, not only about moral forgiveness, but also divine mercy. Often it is important for a villain to know that the deities of good will welcome him as a worshipper.

Each day this conversation takes place, even if it begins rather one-sided, the good character makes a Diplomacy check. The evil character then makes an opposed Will save, adding his level as a bonus on the saving throw against a DC equal to the good character's Diplomacy check result.

The DM can give the same circumstance bonus on the Diplomacy checks as for checks made to interrogate prisoners.

Creatures whose alignments are listed as "always" a specific alignment, and characers who would lose class abilities if they changed alignment (including evil clerics and blackguards) gain a +4 to their Will saves.

Outsiders with the Evil subtype are immune to redemption in this maner. Neutral (neither good nor evil) characters take a -2 penalty on their Will saves. Creatures who have been enthralled by an Emmisary of Barachiel (you'll have to read the book - The Book of Exalted Deeds) or who have been subject to a Vision of Heaven spell take penalties on their Will saves.

If an evil character fails 7 saving throws in a row at any point during the process of redemption, the evil component of their alignment changes to neutral. If a neutral character (including a former evil character who has already failed his save 7 times) fails seven sving throws in a row, his alignment changes to good. The change is permentant.

Redeemed villains have no special link to the good characters who facilitated their redemption. They might choose to continue assosiating with te PCs, or they might strike out on their own, the DM decides. However they are always friendly to the characters and feel that they owe a debt of gratitude to them, which the PCs can collect sooner or later.