Showing posts with label Deities. Show all posts
Showing posts with label Deities. Show all posts

Saturday, 29 March 2008

New Deity - Oocata - God of Jungles and Enclosed Spaces

The usual disclaimer here; please buy the books if you like what you see...

Oocata - God of Jungles and enclosed spaces

Alignment = NE

(Represented by a snarling monkey)

[Domains: Darkness (BoVD), Plant, Shadow (Eberron), Animal.]

Favoured Weapon = Monkey's Claw (Spiked Gauntlet)

Darkness Domain.

(There is a darkness domain in the Faerun book, as well and it's different. However, to keep it removed from mainland Faerun, I've gone with the version as described in the Book of Vile Darkness. The way I see it, it'd be cool to see these guys go up against Clerics of Shar and with different spells at their disposal, it'd at least be an interesting fight. In case of confusion though, I'll refer to it in spell-level lists as...*thinks*..."Shrouding Darkness".)


Granted Power: -

Character gains the Blind-Fight feat.


Shrouding Darkness Domain Spells: -

1. Darkvision.

2. Darkbolt*.

3. Deeper Darkness.

4. Damning Darkness*.

5. Evard's Black Tentacles.

6. Wall of Force.

7. Shadow Walk.

8. Utterdark*.

9. Screen.






Shadow Domain

Granted Power: -

Bluff and Hide are Class skills. (Originally, this special ability was the same as the "Shrouding Darkness" one...so I changed it to this. Methinks it's still balanced nicely.)



Shadow Domain Spells

1. Obscuring Mist.

2. Darkness.

3. Deeper Darkness.

4. Shadow Conjuration.

5. Shadow Evocation.

6. Shadow Walk.

7. Shadow Conjuration, Greater.

8. Shadow Evocation, Greater.

9. Shades.








!!!Extra Spells!!!


Damning Darkness

Evocation [Darkness, Evil]

Level: Cleric 4, Shrouding Darkness 4, Sorceror/Wizard 4
Components: V, M/DF
Casting Time: 1 action.
Range: Touch
Target: Object Touched
Duration: 10 minutes / level (D)
Saving Throw: None.
Spell Resistance: No.

This spell is similar to Darkness, except that those within the darkness also take unholy damage. Creatures of good alignment take 2d6 points of damage per round in the darkness, and creatures neither good nor vil take 1d6 points of damage.

As with the Darkness spell, the area of darkness is a 20-foot radius, and the object that serves as the spell's target can be shrouded to block the darkness (and thus the damaging effect).

Damning Darkness counters or dispels any light spell of equal or lower level.

Arcane Material Component: A dollup of pitch with a tiny needle hidden inside it.











Darkbolt

Evocation [Darkness, Evil]

Level: Cleric 2, Shrouding Darkness 2, Sorceror/Wizard 2
Components: V, S.
Casting Time: 1 action.
Range: Close (25ft + 5ft / 2 levels)
Target: One creature.
Duration: Instantaneous.
Saving Throw: Fortitude Partial
Spell Resistance: Yes.

The caster makes a ranged touch attack against a foe, launching a bolt of cold darkness from his left hand. The bolt deals 1d8 points of damage per two caster levels (maximum 5d8). Half the damage is cold and the other is no specific type.
When struck, the foe must succeed at a Fortitude save or be stunned for 1 round, overwhelmed by the evil charge of the darkbolt.






Utterdark

Conjuration (Creation) [Evil]

Level: Shrouding Darkness 8, Demonic 8, Sorceror/Wizard 9.
Components: V, S, M/DF.
Casting Time: 1 hour.
Range: Close (25ft + 5 ft / 2 levels)
Area: 100ft/level radius spread, centredon caster.
Duration: 1 hour/level.
Saving Throw: None.
Spell Resistance: No.


Utterdark spreads from the caster, creating an area of cold, cloying magical darkness. This darkness is similar to that created by the Deeper Darkness spell, but no magical light counters or dispels it.

Furthermore, evil-aligned creatures can see in this darkness as if it were simply a dimly-lit area.

Arcane Material Component: A black stick, 6 inches long, with humanoid blood smeared on it.

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.

New Deity - Miyun - Goddess of Life and Growth.

Another Deity! This one's fairly basic. The only domain not from the Phb is from the Eberron book.

I advise you to get a hold of it, as it's pretty good fun.

As usual, please don't abuse the fact that I post some stuff for free. I do it in good faith to encourage people to play, to try new things and because I quite like what I've come up with...

So please, check out the books if you lke what you see.

-------

Miyun

NG

Favoured Weapon = Vine Whip (Whip)

Goddess of Life and Growth

(Depicted as a field-mouse or sometimes a woman with the head of a field mouse.)

Domains: Life (Eberron), Healing, Plant, Animal.]





Life Domain

Granted Power: -

Once per day, you can grant 1D6 temporary hit points +1 per cleric level to a creature you touch. These temporary hit points last for a maximum of 1 hour / level.


Life Domain Spell: -

1. Hide from Undead.

2. Restoration, Lesser.

3. Plant Growth.

4. Death Ward.

5. Disrupting Weapon.

6. Animate Objects.

7. Regenerate.

8. Animate Plants.

9. Heal, Mass.

New Deity - God of Honour -"Mudabiya"

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.