Another original deity for you all, from the Evosan pantheon. This pantheon is set on the world of Toril, on a set of islands west of Maztica, roughly where Fiji would be.
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Mudabiya
LG
Favoured Weapon = Longsword
This god is depicted as having the body of a lion, but a Sun for a head.
He is the God of Honour in the Evosan Pantheon.
[Domains: Wrath (BoED), Good, Righteousness (AoA), Justice (BoTR), Nobility (SC)]
Wrath Domain
Granted Power: -
Once per day, you may make a free attack of opportunity against any opponent that damages you with a melee attack. This ability does not allow you to take more than one attack of opportunity in a round.
Wrath Domain Spells: -
1. Doom
2. Energise Potion*: Transforms potion in to grenade that deals energy damage in a 10-ft burst radius.
3. Affliction
4. Radiant Shield*: Creatures attacking you take electricity damage; you're protected from Electricity.
5. Righteous Might.
6. Vengeance Halo.
7. Righteous Smite*: Deals 1d damage/level (1d8 damage / level to evil outsiders) in 20ft radius and blinds evil foes.
8. Last Judgement*: Evil creatures are struck dead and sent to Lower Planes.
9. Storm of Vengeance.
Righteousness Domain
Granted Power: -
You gain a +1 sacred bonus to saving throws.
You can either cast Good or Law spells at +1 caster level. (You must choose one or th other and the choice is irrevocable once made.)
Righteousness Domain Spells: -
1. Command.
2. Magic Circle Against Evil.
3. Cloak of the Righteous#.
4. Bestow Grace of the Champion#.
5. Holy Sword.
6. Geas/Quest.
7. Holy Word.
8. Holy Aura.
9. Summon Monster IX.
Justice Domain
Granted Power: - This domain pertains to the enforcement of just laws. You gain a free martial Weapon Proficiency with the Longsword and Weapon-Focus with the Longsword.
Justice Domain Spells: -
1. Command.
2. Zone of Truth.
3. Bind Oath#.
4. Mark of Evil#.
5. Mark of Justice.
6. Geas/Quest.
7. Destruction.
8. Shibboleth#.
9. Storm of Vengeance.
Nobility Domain
Granted Power (Sp): - Once per day, as a standard action, you can inspire allies. This gives them a +2 morale bonus on saving throws, attack rolls and damage rolls, ability checks, and skill checks. Allies must be able to hear you speak for 1 round. This effect lasts for a number of rounds equal to your Charisma bonus (minimum 1 round).
Nobility Domain Spells:-
1. Divine Favour.
2. Enthrall.
3. Magic Vestment.
4. Discern Lies.
5. Command, Greater.
6. Geas/Quest.
7. Repulsion.
8. Demand.
9. Storm of Vengeance.
EXTRA SPELLS
Bestow Grace of the Champion
Evocation [Good, Law]
Level: Cleric 4, Paladin 4, Righteousness 4.
Components: V, S, DF.
Casting Time: 1 full-round action.
Range: Touch.
Target: Lawful Good Creature Touched
Duration: 1 round/level
Saving Throw: No (Harmless)(See text)
Spell Resistance: Yes (Harmless)
You channel the power of good and law into the target, temporarily giving her the powers and responsibilities of a Paladin whose level is equal to half your caster level (so a 10th level Cleric bestows the target with the abilities of a 5th level Paladin).
While her base attack bonus and saving throws do not change, she gains a +1 sacred bonus to attack and damage for every caster levels.
She also gains the Aura of Courage, Detect Evil, Divine Health (suspending the effects of any disease on her), Divine Grace, Lay on Hands, Remove Disease, Turn Undead and Smite Evil abilities of a Paladin of the appropriate level.
She does not gain the Paladin's special mount.
She gains the Paladin's spell casting ability, but since she does not have time to prepare any spells, this only allows her to use Spell Completion, Spell Trigger or Other Items that require the ability to cast spells as a Paladin.
Any abilities not used by the end of the spell are lost.
If the target violates the Paladin's code with this spell in effect, she imediatly gains two negative levels. The saving throw to overcome these negative levels are equal to the spell's Difficulty Class.
If cast on a Paladin, this spell has no effect other than to grant the sacred bonus to attack and damage.
Bind Oath
Enchantment (Compulsion) [Language Dependant, Mind Affecting]
Level: Cleric 3, Justice 3.
Components: V, S, DF.
Casting Time: 10 minutes.
Range: Touch
Target: Creature Touched.
Duration: Permenant (See text)
Saving Throw: None.
Spell Resistance: Yes.
You are able to bind the ubject to an oath that she voluntarily swears. No one can be forcd to be bound toan oath with this spell and any efforts to trick or coerce a person in to doing so will result in the failure of the spell (you can't even threaten to put someone in jail unless they swear to be good).
During the casting, the subject agrees to be bound to an oath before the witness of the gods. Anything the subject says after the words "I swear to" is the oath. Anything prior to that is merely preamble and has no effect on the spell.
f the subject violates the oath, she suffers from the effects of Bestow Curse until she atones. Because she swore the oath voluntarily, the curse cannot be lifted by any means short of the Atonement spell or divine intervention.
Cloak of the Righteous.
Abjuration [Good]
Level: Cleric 4, Paladin 4, Righteousness 3.
Components: V, S, DF
Casting Time: 1 Standard Action.
Range: Personal.
Target: You
Duration: 1 minute / level.
You surround yourself with a glowing nimbus of divine energy that protects and guides you, as well as demonstrating your faith to others.
You get a +2 sacred bonus to Armour Class, saves and checks. If you take a moment to contemplate an action you are about to perform, the spell informs you whether that action would adversely affect your alignment and standing with your deity.
Your sacred bonus to diplomacy checks increases to +4 when dealing with good creatures or creatures of your faith. Lisewise, the sacred bonus to intimidate checks increases to +4 when dealing with evil creatures or creatures of a different faith.
You shed light as a candle, though you may conceal or reveal this light whenever you wish. Doing so is not an action. The visibility of the light does not affect any other aspects of the spell.
Energise Potion.
Transmutation
Level: Cleric 3, Druid 3, Sorceror/Wizard 2, Wrath 2.
Components: V, S, M.
Casting Time: 1 standard action.
Range: Close (25 ft + 5 ft/2 levels)
Effect: 10-ft-radius burst.
Duration: Instantaneous
Saving Throw: Reflex Half
Spell Resistance: Yes
This spell transforms a magic potion into a volatile substance that can be hurled out to the specified range. The spell destroys the potion and releases a 10-foot-radius burst of energy at the point of impact.
The caster must specify the energy type (acid, cold, electricity, fire or sonic) when the spell is cast.
The potion deals 1d6 points of damage (of the energy type) per spell level of the potion (maximum 3d6).
Fire energy from this ignites combustables within the area.
Material Components: A Magic Potion.
Last Judgement
Necromancy [Death, Good]
Level: Cleric 8, Sorceror/Wizard 8, Wrath 8.
Components: V, Celestial
Casting Time: 1 round
Range: Close (25ft + 5ft/2 levels)
Target: One evil humanoid, monstrous humanoid, or giant/2 levels.
Duration: Instantaneous
Saving Throw: Will partial
Spell Resistance: Yes.
eciting a list of the targets' evil deeds, you call down the judgement of the heavens upon their heads. Creatures that fail their saving throw are struck dead and bodily transported to the approriate Lower Plane to suffer their eternal punishment.
Creatures that succeed nevertheless take 3d6 points of temporary Wisdom damage as guilt for their misdeeds overwhelms their minds.
This spell affects only humanoids, monstrous humanoids and giants of evil alignment.
A True Ressurection or Miracle spell can restore life to a creature slain by this spell normally. A Ressurection spell works only if the creature's body can be recovered from the Lower Planes before the Ressurection is cast.
Mark of Evil
Transmutation
Level: Cleric 4, Justice 4.
This spell is cast and removed in the same fashion as MArk of Justice, but it has mostly leser effects. Unlike Mark of Justice, the Mark of Evil is invisible most of the time, so it is possible for the subject not to realise he has been so marked (if he is unconcious while eing marked, for instance).
The Mark of Evil is a mar on the subject's immotal soul and has two effects, neither of them resulting in anyting as nasty as Mark of Justice:
First, anyone so marked who is in the area of effect of a Detect Evil spell is detected clearly in the first round of the spell. In fact, the person casting the Detect Evil sees the mark hovering over the subject's head, which clearly indicates that he's evil. The mark carries with it whatever clear information about the subject's crimes you wish to convey to others in a simple form:
For instance, it is common for necromancers to be given the Mark of Evil in the form of a runic "N." Later, if they are caught in a Detect Evil, the caster of that detect will immediatly see that the subject has been caught and marked as a Necromancer in the past.
Second, should the marked subject die. he may not be brought back for one year and a day. This is because the mark is clear on the subject's soul in the land of the dead. It's presence weighs more heavily on him when he is judged than most transgressions.
It is possible to be marked with both a Mark of Justice and Mark of Evil. These marks must be removed individually.
Mark of Evil is removed by an Atonement spell.
Radiant Shield
Evocation [Electricity, Good]
Level: Sorceror/Wizard 4, Wrath 4.
Components: V, S, Abstinence
Casting Time: 1 standard action
Range: Personel
Target: You
Duration: 1 round/level (D)
A scintilating aura of white rdiance wrethes you and causes damage to each creature that attacks you in melee. The radiance also protects you from electricity attacks.
Any creature striking you with a natural or handheld weapon deals normal damage, but also takes 1d6 points of electricity damage + 1 point per caster lvel (the creature' spell resistance applies).
You take only half damage from electricity based attacks. If an electricity based atack allows a Reflex save for half damage, you take none on a successful save.
The radiance is as bright as a Light spell, casting bright light in a 10-foot radius and shadowy immuniation to 20 feet.
Abstinence Component: You must not have cast a darkness or Necromancy spell within the last 24 hours before casting this spell.
Righteous Smite
Evocation [Good]
Level: Cleric 7, Exalted Arcanist 7, Wrath 7.
Components: V,S.
Casting Time: 1 standard action.
Range: Medium (100ft + 10 ft/level)
Area: 20-foot personal radius.
Duration: Instantaneous.
Saving Throw: Will partial; see text.
Spell Resistance: Yes
You draw down holy power to smite your enemies. Only evil and neutral creatures are harmed by this spell; good creatures are unnaffected.
The pell deals 1d6 damage per caster level (maximum 20d6) to evil creatures (or 1d8 points per caster level, maximum 20d8, to evil outsiders) and blinds them for 1d4 rounds. A successful Will saving throw reduces damage to half and negates the blinding effect.
The spell deals only half damage against creatures that are neither good nor evil, and they are not blinded. They can reduce that damage by half (down to one quarter of the roll) with a successful Will save.
Shibboleth
Evocation [Sonic]
Level: Cleric 8, Justice 8.
Components: V.
Casting Time: 1 Action.
Range: 30ft.
Area: Creatures in a 30-foot-radius spread, centred of you.
Duration: Instantaneous.
Saving Throw: None.
Spell Resistance: Yes.
A shibboleth is a word that setsone group of people part from another. In this case, the caster utters a single word, perhaps the name of his deity, that has a profound effect on those within hearing range who are different from him. These are:
If you are on your home plane, the shibboleth instantly banishes any extraplanar creatures within the area, back to their home planes. Creatures so banished cannot return for at least a day. This effect takes place regardless of whether the creatures hear the shibboleth and will even affect extraplanar creatures aligned to you and your deity.
Cretures native to your plane who hear the holy word and are oppositely aligned from you in any way (e.g. if you are lawful good and they are chaotic or evil) suffer the following ill effects:
HD Effect
14 or More Deafened.
Less than 14 Blinded, deafened.
Less than 10 Paralysed, blinded, deafened.
Less than 6 Killed, paralysed, blinded, deafened.
The effects are cumilative.
Deafened: The creature is deafened for 1d6 rounds (see blindness/deafness)
Blinded: The creature is blinded for 2d6 rounds (See blindness/deafness).
Paralysed: The creature is paralysed and helpless for 1d10 minutes, unable to move or act in any way.
Killed: Living creatures die. Undead creatures are destroyed if you are living. If you are undead, they are controlled.
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