Cleric Level 3

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Awaken Sin

School:Enchantment (Compulsion) [Fear, Good, Mind-Affecting]
Components:V,S
Casting Time:1 Standard Action
Range:Touch
Target:One Evil Creature with Int of 3+
Duration:Instant
Saving Throw:Will negates
Spell Resistance:Yes
Meta Magic:Still, Silent, Extend, Quicken, Maximize, Empower

A command for repentance issues from your mouth, carrying with it the power of the spell. The crushing feeling of guilt that grew within you while you cast the spell lifts as you project the feeling at your target. The subject immediately takes 1d6 points of damage per caster level (maximum 10d6) and is stunned for 1 round. If this is enough to kill the target, it instead is reduced to 1 HP and takes 1d6 wisdom damage. Undead are immune to this spell.

Blast of Force

(Obtainable with the Force domain)
School:Evocation [Force]
Components:V,S
Casting Time:1 Standard Action
Range:Medium
Target:One target
Duration:Instant
Saving Throw:Fortitude partial
Spell Resistance:Yes
Meta Magic:Still,Silent,Extend,Quicken,Maximize,Empower

Drawing upon magic in its purest form, you send invisible energy whistling through the air to batter your foe. You must succeed on a ranged touch attack with the ray to strike a target. A blast of force deals 1d6 points of damage per 2 caster levels (maximum 5d6). In addition, a successful hit forces the subject to make a fortitude save or be knocked prone for one round.

Corona of Cold

School:Evocation [Cold]
Components:V,S
Casting Time:1 Standard Action
Range:10 ft.
Target:10 ft. radius centered on you
Duration:1 Round/Level
Meta Magic:Still,Silent,Extend,Persist

As you complete the spell you feel your extremities turn ice cold, numb, and sluggish. The feeling subsides as the cold drains away from your body into the air around you, causing your breath to emerge as white puffs in the now-chill air. You are surrounded by a protective aura of cold that also causes damage to others within its radius. You gain resistance to fire 10. Starting in the round you cast the spell, corona of cold also deals 1d12 points of damage each round at the beginning of your turn to all other creatures within the area. A successful save prevents the damage caused by the spell in that round does not prevent damage in future rounds. Creatures damaged by the spell shiver uncontrollably, taking a -2 penalty to their Strength and Dexterity and moving at half speed for the remainder of the round. These penalties do not stack with consecutive rounds of damage.

Mass Conviction

School:Abjuration
Components:V,S,M
Casting Time:1 Standard Action
Range:Medium
Target:Allies in a 20 ft. radius burst
Duration:10 Mins./Level
Meta Magic:Still,Silent,Extend,Persist,Quicken

You hold the holy passage aloft and invoke the power of its words. Around you, your friends are bathed in a sea blue nimbus of light. This spell functions like conviction except that it affects multiple allies at a distance.

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