by PGM Davrim » Sat May 09, 2009 3:49 pm
Dark Divine list:
Level 1: Detect Aura
Spell Cost: 5, Duration: Instantaneous, Range: 100', Type: Normal, Components: V, Save: N/A, Area of Effect: 1 target
Description: The priest's deity grants the priest a glimpse into the soul of one target within 100'. The priest learns that target's alignment and the degree to which they are devoted to good or evil. This prayer also informs the priest if the target is a priest or paladin or divine extraplanar (though not the deity worshipped or nature of the being).
100: An unfriendly divine power responds to the prayer, granting a deceptive response.
1: The spell reveals any deity worshipped. No power used.
Level 2: Malign Radiance
Spell Cost: 5, Duration: 1 hour, Components: V, Type: Cantrip, Range: 0, Save: N/A, Area of Effect: 20 foot radius
Description: Creates a mockery of light for the priest and those around him or her to see by. The area around the priest for 20' is filled with a pale red light that permits all non-good creatures in the area of effect to see, read, and notice normal details. Good creatures can see the light but derive no benefit from it; they require another light source in order to see anything other than an impenetrable red fog.
100: The caster is blinded for one minute.
1: 30 foot range. No power points used.
Level 3: False Healing
Spell Cost: 6, Duration: Instantaneous, Components: S, Type: Normal, Range: Special, Save: N/A, Area of Effect: 1 creature
Description: While dark powers are capable of healing injuries, it is not something that comes easily to them. At this stage, the priest is capable of closing the wounds a single target, healing 2BC8 damage per cast. When used on fiends, undead and other supernatural evil creatures, this is true healing. On other creatures, this healing only lasts eight hours, at which point the wounds reopen and the healed stamina is removed. The damage can heal on its own through other methods. The priest must touch the target to perform the healing until he or she gains level 10, at which point it may be used on targets within 50'.
100: The caster falls unconscious for BC4 rounds from the effort.
1: The priest manages true healing.
Level 4: Sinister Shadows
Spell Cost: 10, Duration: 10 rounds, Components: S/V, Type: Normal, Range: 100', Save: N/A, Area of Effect: 20' radius
Description: Conjures up a globe of pure darkness. Attacks or spells from within the darkness or at targets inside the darkness suffer -50 MA or CA, mitigated (if applicable) by Blindfighting. This dispels magical light effects of equal or lower level in the area of effect.
100: The caster is blinded for five rounds.
1: Good-aligned creatures within the darkness suffer an additional -25 MA and CA.
Level 5: Blindsight
Cost: 5, Duration: 10 rounds, Type: Normal, Components: V, Save: N/A, Range: 0, Area of Effect: Caster
Description: The caster is blessed with unholy sight, capable of seeing through natural and magical darkness without hindrance to a range of up to 200 feet.
100: The caster is completely blinded for ten rounds.
1: No power spent. Duration doubled.
Level 6: Inquisition
Spell Cost: 7/3, Duration: 1(+1), Components: S/V, Type: Normal, Range: Touch, Save: Special, Area of Effect: One creature.
Description: The priest's deity compels truth from a single creature as the priest asks questions. The creature may lie or refuse to answer, but such disobedience is punished with BC4 non-critting damage. The target may save versus straight Will to mask the pain. The priest may ask one question and receive one answer per round.
100: The caster and target are reversed for purposes of this spell.
1: The target sees the caster as horrifying, and may volunteer additional (truthful) information. No initial Power points used.
Level 7: Dark Healing
Spell Cost: 9, Duration: Instantaneous, Components: S/V, Type: Normal, Range: Touch, Save: N/A, Area of Effect: one target
Description: The priest's deity grants him or her the power of true healing. With a touch, the priest heals one non-good target of 2BC10 damage. If used on fiends or undead, the healing is doubly effective.
100: The priest suffers 2BC10 damage.
1: The prayer heals 3BC10 base damage.
Level 8: Blood Portent
Spell Cost: 8, Duration: Instantaneous, Components: S/V, Type: Ritual, Range: Touch, Save: N/A, Area of Effect: Special
Description: The priest spills blood worth ten stamina from an intelligent creature into a ritual bowl worth at least 100 ss, and then studies the patterns in the blood. The priest's deity shapes the blood into one to three stylized images related to a challenge the priest faces. Frivolous requests will likely be ignored.
100: A malign power responds to the priest's spell and sends misleading or false images.
1: The priest receives insight into the meaning of the images, enabling him to interpret them precisely.
Level 9: Dark Annointment
Spell Cost: 15, Duration: 3 hours, Components: S/V, Type: Ritual, Range: Touch, Save: N/A, Area of Effect: 1 person/4 levels
Description: This dark ritual provides unholy blessings to up to one willing non-good ally for every four levels of the priest. The ritual's participants spill their own blood, which is then used to anoint their foreheads. This involves a temporary sacrifice of 5 stamina, which cannot be regained until the spell's duration has elapsed. For the next three hours, the participants will detect as evil, gain +15 Defense and Magic Resistance, and do an additional +1 unholy damage per hit.
100: The targets still lose stamina, but gain no benefits.
1: Bonuses increase to +25 Defense and Magic Resistance and +2 unholy damage per hit.
Level 10: Pleasing Face
Spell Cost: 15, Duration: 1 hour/caster level, Components: V, Type: Normal, Range: 0, Area of Effect: Caster, Save: Special
Description: Masks the priest's evil nature with a semblance of good. For the duration of this spell, the priest detects as good to divination effects level 20 and below. Any detectible signs of evil (such as physical marks or dark auras) are likewise masked. Dark Divine damage and healing spells cast by the priest appear to be Divine in origin. Further, the priest will be surrounded by a subtle aura of trustworthiness that can easily sway the unsuspecting. This does not mask any items worn by the priest. If the priest undertakes any act of blatant evil (including casting darker spells such as "Dark Anointment" as well as actions such as murder) while under this spell it will immediately cease.
100: The priest will radiate a dark aura of untrustworthiness for the duration, while receiving none of the normal benefits of this spell.
1: Duration doubled, no power points used.
Level 11: Malign Curse
Spell Cost: 13, Duration: 10 rounds, Components: S/V, Type: Normal, Range: 100', Save: Will/2 for half penalty, Area of Effect: One target per five levels
Description: The priest attacks a number of targets with dark energy, agonizing the soul and causing severe pain. This inflicts a -30 penalty to CA, MA and Speed for the duration. The priest may choose one target per five levels, to a maximum of four at level 20.
100: The caster takes the penalty instead.
1: Penalty increases to -50.
Level 12: Shroud of Darkness
Spell Cost: 12, Duration: 10 rounds, Components: V, Type: Normal, Range: 0, Area of Effect: 25' radius
Description: Covers a 25' radius with impenetrable magical darkness. Non-evil creatures feel uncomfortable inside the darkness, in addition to being unable to see. The priest, fiends and undead are able to see inside the darkness as normal, and inflict +1 damage per die on all attacks as they draw strength from the darkness. This dispels all magical light effects of equal or lower level in the area of effect.
100: The priest is blinded for 10 rounds.
1: Non-evil creatures within the darkness suffer -25 CA and MA.
Level 13: Leech
Spell Cost: 12, Duration: Instantaneous, Components: S/V, Type: Normal, Range: Special, Save: Special, Area of Effect: Special
Description: Allows the priest to rip a single poison or disease out of a creature at touch range. This inflicts 3BC8 Piercing damage as the poison or disease rips out of the target's flesh, hanging in the air as a mass of blood. The priest may then spend a second action within five rounds to attempt to inflict the poison or disease on another target within 50'. If the secondary target fails an Agi/2 save to dodge the blood, he or she will be affected by the poison or disease and must save against the disease (with incubation periods reset to the beginning). If no action is taken within five rounds the mass of infected blood falls to the ground and dissipates harmlessly. Leech automatically succeeds against poisons and diseases equal to or less than the priest's level, but poisons and diseases of higher level have a 10 percent chance per level difference to resist removal, in which case the spell has no effect.
100: The priest rips the poison or disease out normally but infects him- or herself (no save).
1: No poison or disease can resist the spell.
Level 14: Dark Contract
Spell Cost: 30, Duration: Special, Components: S/V, Type: Ritual, Range: Touch, Save: N/A, Area of Effect: One sentient creature
Description: The caster and a single target engage in an hour-long ceremony, the success of which seals an unholy contract signed in the target's own blood. The caster sets forth the wordage of the contract, which must be limited to one sentence per caster level but is otherwise boundless. The target is therefore bound, by the contract’s direction and any included timeframe, to follow out the letter of the oath. Failure to complete the contract will sap the target’s will to live, stealing 10 points of Willpower and Endurance per week and will kill the target when either stat reaches 0.
The target must willingly sign the contract in his or her own blood. He or she must be conscious and unresisting during the entirety of the ritual and must understand the language in which the contract is spoken. The contract can only be broken with the contract's completion, the target’s death, Curse Mastery (Dark Divine 20) or Minor Miracle (Divine 16) by a priest of higher level than the priest who initiated the contract, or by the initiating priest himself. Breaking the contract lifts all penalties incurred.
100: Unbeknownst to the priest, the contract is not binding and carries no penalties for failure to complete.
1: Failure to comply with the contract causes wracking pain, inflicting -30 to CA, MA and Speed until the contract is broken or completed.
Level 15: Pitflame
Spell Cost: 15, Duration: Instantaneous, Components: V, Type: Normal, Range: 100', Save: Will/2 for half damage, Area of Effect: one creature
Description: Engulfs a single creature in a blast of hellfire, inflicting 5BC8 Divine damage.
100: The priest is immolated, taking 5BC8 damage.
1: The flames do 5BC10 damage.
Level 16: Infernal Sacrifice
Spell Cost: 50, Duration: Special, Components: S/V, Type: Ritual, Range: Touch, Save: N/A, Area of Effect: Special
Description: This darkest of rituals requires the sacrifice of a pure or innocent creature, such as a child or a paladin devoted to a good deity. The rites observed in the torturous, three-hour death trap the creature's soul in a specially prepared unholy symbol worth at least 500 ss. The spiritually-exhausting ritual also require the priest to expend 100 experience points.
The soul of the sacrifice is unable to be resurrected while trapped.
The unholy symbol containing the trapped symbol can then be drawn upon to provide its bearer with power. The benefits, chosen during the sacrificial rituals in concert with the Magical Theory committee, can include one of the following:
- +5 to any combat statistic or +10 to any general statistic
- One use per day of a magical effect equivalent to level 15 or less
- Three uses per day of a magical effect equivalent to level 5 or less
- Another effect of equivalent strength determined with the Magical Theory committee
The sacrifice of creatures of at least level 15 allows the creation of more powerful unholy symbols.
The trapped soul exists in constant torment and is dimly aware of the dark uses it is being put to. Knowingly drawing on the powers of trapped soul is an act of extreme evil, and users can feel the trapped soul's screams when activating the unholy symbol. This use invariably tarnishes the soul of those who use it even with the noblest of goals. The unholy symbol itself radiates palpable evil detectible even without the aid of spells.
The trapped soul can be released by the priest with a touch. Without the priest's cooperation, it can only be freed with the destruction of the unholy symbol, which requires a Minor Miracle (Divine level 16) followed by smiting the symbol with a weapon which has been Consecrated (Divine Backbone level 2). Once freed, the soul can move to the afterlife and, if willing, be resurrected.
The forcible liberation in this manner of a trapped soul causes a backlash on the priest, permanently reducing his or her Willpower by 5 points and inflicting penalties of -20 MA and Speed for one month.
A priest may have one soul trapped in this manner at a time, with an additional allowed at level 20 and every 10 levels after that. A priest may only cast Infernal Sacrifice once every six months due to the strain of the ritual.
100: The soul breaks free, escaping to the afterlife. The backlash inflicts -20 MA and Speed on the priest for one month.
1: The trapped soul yields unusual power, granting additional abilities or more powerful ones, determined in concert with the Magical Theory committee.
Level 17: Nether Wave
Spell Cost: 17, Duration: Instantaneous, Components: V, Type: Normal, Range: 100', Save: Will/2 for half damage, Area of Effect: 25' radius
Description: A pulse of soul-draining negative energy erupts from a single point within 100', momentarily engulfing everything within a 25' radius. This causes 5BC8 divine damage, but does not affect fiends or undead.
100: The storm is centered on the priest and affects fiends and undead.
1: The spell inflicts 6BC8 damage.
Level 18: Wrack
Spell Cost: 20, Duration: Instantaneous, Components: S/V, Type: Normal, Range: 50', Save: End/2, Area of Effect: one target
Description: The priest exhorts his deity's vengeance on the body of a single living target within 50'. The spell inflicts one point of Divine damage per caster level and is capable of causing critical injuries as if physical damage. The target may save versus End/2 to suffer half damage. A subject may only suffer one critical injury from Wrack per day. The priest may also reverse this spell to heal physical ailments such as broken bones, missing limbs and petrification. This healing is painful, inflicting 5BC8 Divine damage, and can only be done at touch range.
100: The priest suffers one point of damage per level and any applicable injuries.
1: The spell deals 1.5 damage per level if used offensively. No power used.
Level 19: Summon Fiend
Spell Cost: 50, Duration: Special, Components: S/V, Type: Ritual, Range: Special, Save: Special, Area of Effect: Special.
Description: In a ritual that requires three hours' unbroken concentration to perform, the priest can summon one or more fiends loyal to his or her deity from the Abyssal plane. The ritual consumes materials equal to 10 ss per level of fiend summoned (i.e., summoning two Level 5 fiends would cost 100 ss in materials, and summoning a single Level 20 fiend would consume 200 ss in materials). These materials are expended even if the spell fails. Additionally, the caster must have a summoning circle, which requires 500 ss in materials to construct and is not transportable. The circle can be re-used.
The caster must specify types of fiends to be summoned, but this is an inexact art and there is always a risk that more, fewer, or different fiends will answer the call than requested. There is a base 50% chance of getting exactly the number and type of fiend(s) called, with a 25% chance of skewing high and a 25% chance of skewing low. The specifics of what will happen upon skewing high or low will vary depending on exactly what the caster is trying to summon. Those versed in cosmology are able to tailor their summons more precisely.
The caster can summon up to 1.5 times his own level in extraplanars (i.e., a Level 20 priest can summon up to 30 levels of extraplanar beings). This is a total control limit, not per spell; if a priest already has some extraplanars summoned, and wishes to call more, he must dismiss the old ones or the spell automatically fails.
Upon summoning the extraplanar creature, the caster persuade the fiend to provide assistance. To do this, the priest must usually either ask for assistance with a task in line with his or her deity's goals, or bribe the fiend.
If the priest wins the fiend's allegiance, he can give the fiend instructions, which it will usually obey, or ask it questions, which it will likely answer truthfully (but not always completely). The fiend will remain in Bierilon for up to one day per caster level. If the caster chooses to interrogate the fiend rather than giving it orders, he may ask one question for every four levels he possesses (fractions rounded down). After that limit, the fiend will usually return home.
100: The caster accidentally draws the attention of a much more powerful fiend than desired.
1: The caster gains a +25 bonus to his control check.
Level 20: Curse Mastery
Spell Cost: 50, Duration: Special, Components: S/V, Type: Ritual, Range: Touch, Save: Special, Area of Effect: Special
Description: A powerful dark priest has dominion over curses. The priest may break any curse or other spiritual affliction, though the experience of having a dark deity touch the soul is an unpleasant process for all but the most depraved target and often leads to nightmares. The priest may cast Curse Mastery on him- or herself.
A priest capable of casting this spell is also capable of crafting a Curse Receptacle, an unholy symbol worth at least 500 ss which the priest has Desecrated. A priest may only have one Curse Receptacle at a time. Optionally, when lifting a curse (or other spiritual affliction, at GM discretion), the priest may transfer the curse into his receptacle.
The curse is transferred to the next living creature whose bare skin it touches; an exposed victim must make a save versus the original effect or contract the curse. The priest may also transfer the curse into a physical object in a ritual taking one day and requiring 200 ss in material components. A transfer removes the curse from the receptacle, which may only hold one curse at a time. A Curse Receptacle detects as evil to divination spells.
100: The curse is inflicted upon the priest without being lifted from his or her target.
1: The curse can be transferred to a Curse Receptacle while still leaving room for an additional curse to be stored in the receptacle.
Last edited by
PGM Davrim on Sun May 10, 2009 12:47 pm, edited 1 time in total.
Melius Cremal: ::Is surprised when people agree with him.::
Khierien Solenar: Who are/were Simon and Garfunkel? Sounds like a 50s kiddy show.