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.

----------------------

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.

No comments: