Cleric Level 2: Difference between revisions

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=== Custom Content ===
=== Custom Content ===
== Brambles ==
'''School:'''Transmutation<br>
'''Components:'''V,S,M<br>
'''Casting Time:'''1 Standard Action<br>
'''Range:'''Touch<br>
'''Target:'''Wooden Weapon Targeted<br>
'''Duration:'''1 Round/Level<br>
'''Meta Magic:'''Still,Silent,Extend,Persist<br>
With the sound of twisting wood, the weapon you touch grows sharp spikes like rose thorns. For the duration of the spell, the weapon deals both piercing and bludgeoning damage. It gains a +1 to attack and also gains a +1 bonus per caster level on melee damage rolls (maximum +10). This spell only works on melee weapons with wooden striking surfaces. For instance, it does not work on a bow, an arrow, or a metal mace.<br>
== Close Wounds ==
'''School:'''Conjuration [Healing]<br>
'''Components:'''V<br>
'''Casting Time:'''1 Standard Action<br>
'''Range:'''Close<br>
'''Target:'''One creature<br>
'''Duration:'''Instant<br>
'''Saving Throw:'''Will half<br>
'''Spell Resistance:'''Yes<br>
'''Meta Magic:'''Silent,Empower,Maximize,Quicken<br>
Your ally falls from a crushing blow, but you don't have time to reach him. You quickly speak words of power, and the worst of his injuries glow golden and begin to heal. This spell cures 1d4 +1 points of damage per caster level (maximum +5). If you cast this spell on a subject bleeding to death it return them to 1 hp regardless of how close to death they are. Used against an undead creature, close wounds deals damage instead of curing the creature.<br>
== Curse of Ill Fortune ==
'''School:'''Transmutation<br>
'''Components:'''V,S<br>
'''Casting Time:'''1 Standard Action<br>
'''Range:'''Medium<br>
'''Target:'''One Living Creature<br>
'''Duration:'''1 Min./Level<br>
'''Saving Throw:'''Will negates<br>
'''Spell Resistance:'''Yes<br>
'''Meta Magic:'''Still,Silent,Extend,Persist<br>
Letting loose a stream of foul incantations, you curse the subject. You place a temporary curse on the subject, giving it a -3 penalty on attack rolls, saving throws, and skill checks.<br>
== Dance of Ruin ==
'''School:'''Necromancy [Evil]<br>
'''Components:'''V,S<br>
'''Casting Time:'''1 Standard Action<br>
'''Range:'''25 ft. + 5 ft./2 Levels<br>
'''Target:'''Blast centered on caster<br>
'''Duration:'''Instant<br>
'''Saving Throw:'''Reflex half<br>
'''Spell Resistance:'''Yes<br>
To cast this spell the caster dances wildly and chants. After she finishes her dance, a wave of crackling energy outward up to the extent of the range. All non outsiders (including the caster) caught in the wave take 2d20 damage.<br>
== Darkbolt ==
'''School:'''Evocation [Darkness, Evil]<br>
'''Components:'''V,S<br>
'''Casting Time:'''1 Standard Action<br>
'''Range:'''Close<br>
'''Target:'''One Creature<br>
'''Duration:'''Instant<br>
'''Saving Throw:'''Fortitude partial<br>
'''Spell Resistance:'''Yes<br>
The caster makes a ranged touch attack against a foe, launching a bolt of cold darkness from his left hand. The bolt deals 1d8 damage per two caster levels (maximum 5d8). Half the damage is cold, the other half is magical. When struck the foe must succeed at a fort test or be stunned for 1 round, overwhelmed by the evil charge of the darkbolt.
== Deific Vengeance ==
'''School:'''Conjuration (Summoning)<br>
'''Components:'''V,S<br>
'''Casting Time:'''1 Standard Action<br>
'''Range:'''Close<br>
'''Target:'''One Creature<br>
'''Duration:'''Instant<br>
'''Saving Throw:'''Will half<br>
'''Spell Resistance:'''Yes<br>
'''Meta Magic:'''Still,Silent,Quicken,Maximize,Empower<br>
You call out to your deity, declaring your foe's crimes and asking your deity to punish him. 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.<br>
== Divine Protection ==
'''School:'''Enchantment (Compulsion) [Mind-Affecting]<br>
'''Components:'''V,S<br>
'''Casting Time:'''1 Standard Action<br>
'''Range:'''Medium<br>
'''Target:'''Allies in a 20 ft. radius burst<br>
'''Duration:'''1 Min./Level<br>
'''Meta Magic:'''Still,Silent,Extend,Quicken,Persist<br>
You call upon your holy powers to aid your companions and a golden light appears from above, bathing them with sparkling radiance. Allies gain a +1 morale bonus to their Armor Class and saving throws.


=== Original Content ===
=== Original Content ===

Latest revision as of 21:12, 10 June 2008

Custom Content

Brambles

School:Transmutation
Components:V,S,M
Casting Time:1 Standard Action
Range:Touch
Target:Wooden Weapon Targeted
Duration:1 Round/Level
Meta Magic:Still,Silent,Extend,Persist

With the sound of twisting wood, the weapon you touch grows sharp spikes like rose thorns. For the duration of the spell, the weapon deals both piercing and bludgeoning damage. It gains a +1 to attack and also gains a +1 bonus per caster level on melee damage rolls (maximum +10). This spell only works on melee weapons with wooden striking surfaces. For instance, it does not work on a bow, an arrow, or a metal mace.

Close Wounds

School:Conjuration [Healing]
Components:V
Casting Time:1 Standard Action
Range:Close
Target:One creature
Duration:Instant
Saving Throw:Will half
Spell Resistance:Yes
Meta Magic:Silent,Empower,Maximize,Quicken

Your ally falls from a crushing blow, but you don't have time to reach him. You quickly speak words of power, and the worst of his injuries glow golden and begin to heal. This spell cures 1d4 +1 points of damage per caster level (maximum +5). If you cast this spell on a subject bleeding to death it return them to 1 hp regardless of how close to death they are. Used against an undead creature, close wounds deals damage instead of curing the creature.

Curse of Ill Fortune

School:Transmutation
Components:V,S
Casting Time:1 Standard Action
Range:Medium
Target:One Living Creature
Duration:1 Min./Level
Saving Throw:Will negates
Spell Resistance:Yes
Meta Magic:Still,Silent,Extend,Persist

Letting loose a stream of foul incantations, you curse the subject. You place a temporary curse on the subject, giving it a -3 penalty on attack rolls, saving throws, and skill checks.

Dance of Ruin

School:Necromancy [Evil]
Components:V,S
Casting Time:1 Standard Action
Range:25 ft. + 5 ft./2 Levels
Target:Blast centered on caster
Duration:Instant
Saving Throw:Reflex half
Spell Resistance:Yes

To cast this spell the caster dances wildly and chants. After she finishes her dance, a wave of crackling energy outward up to the extent of the range. All non outsiders (including the caster) caught in the wave take 2d20 damage.

Darkbolt

School:Evocation [Darkness, Evil]
Components:V,S
Casting Time:1 Standard Action
Range:Close
Target:One Creature
Duration:Instant
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 damage per two caster levels (maximum 5d8). Half the damage is cold, the other half is magical. When struck the foe must succeed at a fort test or be stunned for 1 round, overwhelmed by the evil charge of the darkbolt.

Deific Vengeance

School:Conjuration (Summoning)
Components:V,S
Casting Time:1 Standard Action
Range:Close
Target:One Creature
Duration:Instant
Saving Throw:Will half
Spell Resistance:Yes
Meta Magic:Still,Silent,Quicken,Maximize,Empower

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

Divine Protection

School:Enchantment (Compulsion) [Mind-Affecting]
Components:V,S
Casting Time:1 Standard Action
Range:Medium
Target:Allies in a 20 ft. radius burst
Duration:1 Min./Level
Meta Magic:Still,Silent,Extend,Quicken,Persist

You call upon your holy powers to aid your companions and a golden light appears from above, bathing them with sparkling radiance. Allies gain a +1 morale bonus to their Armor Class and saving throws.

Original Content